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5 THINGS YOU SHOULD
KNOW ABOUT…
Constructivist Pedagogical Models
and Instructional Strategies
GEORGE MASON UNIVERSITY
INSTRUCTIONAL DESIGN AND TECHNOLOGY (IDT) PROGRAM
Introduction
This publication represents the work of graduate students in the Instructional Design and
Technology (IDT) program at George Mason University in Fairfax, Virginia. The learning task
involved selecting a constructivist-based pedagogical model or instructional strategy and writing
a 2-page pedagogy brief that addresses the 5 Things You Need to Know About this pedagogy or
instructional strategy, namely:
(1) What is it?
(2) How does it work?
(3) Who is doing it?
(4) How effective is it?
(5) What are its implications for instructional design?
Twenty-three students participated in this activity in the fall semester of 2015 resulting in 16
briefs on pedagogical models and 7 briefs on instructional strategies. Selections included Cognitive
Apprenticeship, Cognitive Flexibility Hypertexts, Communities of Practice, Goal Based Scenarios,
Problem Based Learning, Situated Learning, Virtual Learning Environments, Authentic Learning
Activities, Collaboration and Social Negotiation, Game-Based Learning, Role Playing, and
Scaffolding.
The writing of these briefs enabled students to examine constructivist-based pedagogical models
and instructional strategies, describe their theoretical principles and instructional characteristics and
discuss their implications for the design of problem solving learning environments (PSLEs) through
research based practice.
We hope you find these briefs informative and useful for the design of PSLEs.
Nada Dabbagh, PhD.
Professor & Director
Division of Learning Technologies
George Mason University
Fairfax, VA, USA
May 20, 2016
This publication may be cited as:
Dabbagh, N., David, L., Morgan, L., Campbell, A., Huber, B., Ahmed, N., … Butsay, A. (2016). 5
Things You Need to Know About Constructivist-Based Pedagogical Models and
Instructional Strategies. Available from: http://www.slideshare.net/NadaDabbagh/5-
things-you-should-know-about-cle-models-and-strategies
ix
TABLE OF CONTENTS
INTRODUCTION ......................................................................................................................................................... ix
Dr. Nada Dabbagh .................................................................................................................................. ix
PART 1: PEDAGOGICAL MODELS
COGNITIVE APPRENTICESHIP (CA)
Leslie David ............................................................................................................................................ 4
Laura Morgan.......................................................................................................................................... 8
COGNITIVE FLEXIBILITY HYPERTEXTS (CFH)
Anne Campbell ....................................................................................................................................... 12
Brenda Huber ........................................................................................................................................ 16
COMMUNITIES OF PRACTICE (COP) Nashrah Ahmed ..................................................................................................................................... 20
Chunhua Xiong ...................................................................................................................................... 24
GOAL BASED SCENARIOS (GBS)
Dan Jackson .......................................................................................................................................... 28
Katelyn Schreyer ....................................................................................................................................32
PROBLEM BASED LEARNING (PBL) Sakon Kieh ............................................................................................................................................. 36
Evgeniy Lekarev .................................................................................................................................... 40
Candido Mendes .................................................................................................................................... 44
Rebecca Szymanski ............................................................................................................................... 48
William Wick ..........................................................................................................................................52
SITUATED LEARNING (SL)
Shakila Anwari ...................................................................................................................................... 56
Katrina Rainer ....................................................................................................................................... 60
VIRTUAL LEARNING ENVIRONMENTS (VLES)
Tonya Hutson ......................................................................................................................................... 65
PART 2: INSTRUCTIONAL STRATEGIES
AUTHENTIC LEARNING ACTIVITIES
Jennifer Kleiner .....................................................................................................................................69
COLLABORATION AND SOCIAL NEGOTIATION
Ellen Brown .......................................................................................................................................... 74
Jerry Prewitt ......................................................................................................................................... 77 GAME BASED LEARNING
Adam Strawn.......................................................................................................................................... 81
ROLE PLAYING
Dustin Norwood ..................................................................................................................................... 84
SCAFFOLDING
Doug Baldwin ........................................................................................................................................ 88 Anna Butsay ........................................................................................................................................... 93
CLE PEDAGOGY BRIEF
Cognitive Apprenticeship
What is it? Cognitive apprenticeship is taking the traditional
model of apprenticeship where the student was taught
by a master of the craft and, learned the skills in a
hands-on performance way.
Tacit knowledge was involved to teach the “tips and
tricks” of the trade. Cognitive apprenticeship involves
applying the process to cognitive skills. Learners are
invited into the actual knowledge domains and learn to
perform these practices as apprentices or interns. It
involves the showing and telling characteristics of
apprenticeship where the learners work with experts,
and where the showing is the modeling and the telling
is the explaining so the student learns where and when
to apply the knowledge. In this way students gradually
learn the skills and ultimately perform at master level.
By learning to perform these skills the apprentice is
also brought into the community ofpractice.
Additionally, apprentices learn when to apply the
skills in the correct situations during actual practice.
Cognitive apprenticeship involves the use of
technology to enable reflection, articulation and
exploration.
How does it work? Characteristics of cognitive apprenticeship are:
□ Modeling and explaining expertperformance
□ Extensive mentoring and coaching
□ Scaffolding
□ Focusing on performance mastery of the
specific skill domain
□ Working from simple to complexproblems
□ Collaborative learning within the
community of practitioners
□ Articulation and reflection on performance
□ Active participation in learning the skillset
□ Less supervision (fading) as the student
approaches mastery level
Modeling involves experts performing tasks so
students can watch and create a conceptual model of
the process.
Coaching involves the expert observing or monitoring
the student’s performance while they are performing
GEORGE MASON UNIVERSITY
LESLIE DAVID
the skill and can provide feedback in the form of
scaffolding. Scaffolding provides any hints or
assistance to the learner. Articulation provides an
opportunity for the learner to articulate in words and
actions their knowledge; reflection provides the
opportunity to compare their efforts to other cognitive
apprentices or the experts in the field. Exploration
allows the learner to explore how to develop and carry
out solutions.
Who is doing it? Cognitive apprenticeship is a paradigm for teaching a
fairly complex task to students. It is not used to teach
any rote task. It has been used in the more traditional
sense by medical students, law students as interns,
and by instructional design students in a project
between a university and a corporate business.
Cognitive apprenticeship is being used by teachers to
teach reading, writing, and mathematical skills in
primary, secondary and college level education
courses. It is used in the science, technology,
mathematical and engineering fields at the post
graduate level. It is being used in corporate training in
order to situate problem solving in the context that the
learner will actively use in everyday life as a way of
avoiding the overly structured problems where the
learner is unable to make the jump from those types
of problems to actual problem solving. It is being
used by Dutch vocational schools. Dutch schools
range from short, very practical prevocational and
vocational education (comparable to American
vocational high schools to a 6-year academic program
that permits entrance to a university study. It is being
used in the Department of Transportation to teach
bridge inspection by utilizing a virtual bridge where
the students have to perform inspection procedures.
This was developed by a former graduate of this
program.
http://dotnet.dot.gov/news/stories/2015/10/2015- 10-
30-nhi- innovation.html.
How effective is it?
This section is totally subjective. How effective is
cognitive apprenticeship? I would say very effective
based on the increased use in education and training.
The use of web and online course materials allow
E D I T 7 3 0
CLE PEDAGOGY BRIEF NOVEMBER 2015
Cognitive Apprenticeship
cognitive apprenticeship to be used in more and more
fields and to minimize the time away from their
desks, more and more companies and universities are
going to online training as an alternative to traditional
training classes since they have the advantage of
being taken anywhere, anytime and linking the
learners to collaborate and share information through
forums, blogs, online chats using a variety of online
tools. The use of being able to observe a master user,
understand what and how they do, through
communication, create a scaffolding to understand
the process, to practice the skill and received coaching
and feedback from an expert, instructor, or
peers. In Collins, et. al., they referenced a pilot study
to test the efficacy of reciprocal reading. They tested
four groups and all showed very large percentages of
improvement with little decrease after a period of
time. The Dickey study investigated integrating a
cognitive apprenticeship model into an educational
technology Web- based course for pre-service
primary and secondary teacher education and
described varying degrees of success. The Maher, et.
al. study used the cognitive apprenticeship
framework to explain the doctoral student’s skill
development and found that it supported the
cognitive component but not the apprenticeship
component. The Dutch study explored the issues of
how do teachers value elements of the cognitive
apprenticeship model in designing and delivering
competence- based prevocational secondary education
and what individual action theories to
teachers have regarding competence-based
prevocational secondaryeducation.
What are the implications for instructional design?
The implications of cognitive apprenticeship for
instructional design are to provide learners with more
authentic situated problems where they will be able to
transfer skills to use what they have learned in a
variety of ways. It encompasses the use of dialogic
environments to exchange information. It allows
instructors to incorporate technology to provide online
course materials and as a means to integrate technology
into training. According to Michele
Dickey, cognitive apprenticeship methods may be well
suited for Web-based educational technology because
the students have to use educational technology to
learn about educational technology. The many online
tools that can be used such as blogs, wikis, chat rooms,
forums can create a community of practice that
apprentices can use to connect with experts and other
learners to not only share information but to also
reflect and articulate their experiences. It provides
audio and video tools to capture a master’s
performance that can be incorporated into the training
to provide more authentic experiences.
Scenario Cognitive Apprenticeship
Appreciative Inquiry Charlotte Barner
Until recently within the company, learners havebeen
members of work teams that have moved through a
traditional development process. In these teams, the
members' focus has been on identifying problems and
developing solutions, the leadership roles may or may
not have been shared, members' authority and
influence may have been limited, and members
expected team leaders and project managers to give
specific direction and make final decisions. Team
building training provided by the company taught
members what it meant to be a "good team player"
and itemized problems to expect as the team
developed from stage to stage. Similarly, team
leaders were taught how to direct members, monitor
and evaluate individual and team performance, and
deal with problem behaviors. The traditional
employee development curriculum does not reflect
the new management style needed to cope with
shifting priorities, matrixed responsibilities, and short
production deadlines. A more flexible employee
development methodology is being instituted,
"Appreciative Inquiry."
Current members of various corporate teams and are
being groomed to hold the position of team leader or
project manager in their respective departments as
part of an initiative by the company to redefine these
roles across the organization. They will be matched
with mentors who will work with them in on- line
environments and in face-to-face meetings to help
them construct expert level knowledge of the
Appreciative Inquiry process. Multimedia resources
will be available for the learners to use to observe
modeled examples of the approach. Learners will
keep a journal of their attempts to apply the model to
their work situations and will submit role-play videos
for mentor critique. They will also participate in
developmental team projects and engage in
discussion forums and conversations.
Learning Outcomes
Learners will internalize the skills of
experienced leaders and managers who can use
CLE PEDAGOGY BRIEF NOVEMBER 2015
Cognitive Apprenticeship
the Appreciative Inquiry process to build and support successful productive teams. They will learn to:
□ Understand and apply the Appreciative Inquiry's principles and processes as these relate to team development
□ Acquire the higher-level skills and abilities necessary for successful project management
□ Hone competencies necessary to balance and communicate priorities, and to make decisions
□ Enrich their communication, facilitation, and negotiation abilities, especially when dealing with diverse teams and divisive issues
□ Appreciate multiple points of
view and be able to synthesize differences into a coherent and cohesive action plan
□ Use Appreciative Inquiry to
develop and guide cohesive and collaborative teams capable of sustaining high levels of performance.
CLE PEDAGOGY BRIEF NOVEMBER 2015
Cognitive Apprenticeship
References
Chan, P., Miller, R., Monroe, E. (2009). Cognitive apprenticeship as an instructional strategy for solving
corporate training challenges. TechTrends, 53(6), 35-41. DOI 10.1007/s11528-009-0341-
Collins, A., Holum, A., Brown, J. S. (1991). Cognitive apprenticeship: making thinking visible. American Educator,
reprinted with permission. Retrieved from
http://elc.fhda.edu/transform/resources/collins_brown_holum_1991.pdf
Dabbagh, N., & Bannan-Ritland, B. (2005) Online learning: Concepts, strategies, and application.
Upper SaddleRiver, NJ: Prentice Hall.
Dickey, M. (2007). Barriers and enablers in integrating cognitive apprenticeship methods in a Web-based educational
technology course for K 12 (primary and secondary) teacher education, ALT-J, Research in Learning
Technology, 15(2), 119 130.
Jonassen, D.H. (2011). Learning to solve problems: A handbook for designing problem-solving learning
environment. New York, NY: Routledge.
Maher, M. A., Gilmore, J. A., Feldon, D. F., Davis, T. E., (2013) Cognitive apprenticeship and the
supervision of science and engineering research assistants. Journal of Research Practice, 9(2)
Article M5. Retrieved from http://jrp.icaap.org/index.php/jrp/article/view/354/311
Seezink, A., Poell, R.F., Kirschner, P.A. (2009). Teachers' individual action theories about competence-
based education: The value of the cognitive apprenticeship model. Journal of Vocational
Education and Training, 61(2), 203-215.
CLE PEDAGOGY BRIEF
Cognitive Apprenticeship
What is it? In cognitive apprenticeships (CAs), novices learn
from experts in authentic learning environments. As
in traditional apprenticeships, experienced
practitioners model how to handle real, complex
tasks, then observe and coach the students as they
attempt the tasks on their own. Eventually, the
students become practitioners and mentors
themselves. In cognitive apprenticeships, there is an
additional focus on the internal mental processes
involved in learning. Experts attempt to make these
cognitive processes visible so apprentices can
understand and use them. For example, reading
teachers might think aloudas they read and analyze
a literary passage. CAs also focus on generalizable
skills and knowledge so that learning can be applied
in various contexts.
The cognitive apprenticeship instructional model is
rooted in the constructivist theories of situated
cognition and sociocultural learning. Situated
cognition emphasizes that learning take place in
authentic physical and social contexts, and
encourages learning to be embedded in activity.
This “situated” learning arguably leads to more
efficient and effective transfer (Brown, Collins, &
Duguid, 1989). Sociocultural learning theory
focuses on the importance of social interactions for
passing on cultural tools and constructing
knowledge. In Vygotsky's (1978) sociocultural
theory, cognitive change occurs in the zone of
proximal development when experts and novices
work together on a task. Also related to CAs is Lave
and Wenger’s (1991) concept of legitimate
peripheral participation in a community of practice.
They explain that newcomers who are not directly
part of an activity still learn from their position in
the outer limits of the community.
How does it work? The cognitive apprenticeship framework focuses on
four dimensions: content, method, sequencing, and
sociology (Collins, 2006). The first, content, refers
not only to the concepts, facts, and procedures that
an expert knows (domain knowledge), but how the
GEORGE MASON UNIVERSITY
LAURA MORGAN
expert uses them to solve real-world problems
(strategic knowledge). In a CA, apprentices learn
both types of knowledge.
The second dimension, method, refers to the six
instructional strategies used in CAs: modeling,
coaching, scaffolding, articulation, reflection,
and exploration. Modeling requires the expert to
both perform the task and make explicit the
internal cognitive processes needed to complete
the task so that the novice can create a conceptual
model. The expert coaches the novice by observing
the novice perform the task and offering hints,
feedback, advice, and reminders. Scaffolding
refers more specifically to the supports that the
expert provides the novice, which are gradually
removed as the novice learns in a process called
fading. Articulation occurs when novices explain
and clarify their understanding, reasoning, and
problem-solving strategies in their own words.
This could occur through group discussion or
writing a blog post, for example. Reflection
encourages novices to revisit their performance
and compare it with expert performances, a set of
established criteria, their peers, and/or their own
mental models to identify where they could
improve. Finally, in exploration, the novices are
encouraged to create their own goals based on
problems of special interest to them.
The third dimension, sequencing, suggests that
learning activities progress with increasing
complexity, with increasing diversity, and from
global to local skills. Lastly according to Collins,
the dimension of sociology refers to the social
characteristics of CA learning environments. CAs
should be situated in an authentic context, involve
a community of practice, support intrinsic
motivation to perform, and foster cooperative
problem solving.
Who is doing it? The cognitive apprenticeship model has been used
in many instructional settings. Many internship
programs and academic research assistantships
employ CAs to onboard novice practitioners.
E D I T 7 3 0
CLE PEDAGOGY BRIEF NOVEMBER 2015
Cognitive Apprenticeship
Education professors at Mercer University
developed a CA model for supporting dissertation
writing with activities like think-aloud literature
analyses with students and scholars, writing tasks
with feedback sessions, and writing workshops that
incorporate scaffolding, coaching, and reflection
(Swanson, West, Carr, & Augustine, 2015). Nursing
education also uses the CA approach. The School of
Care Sciences at the University of Glamorgan used
CA to teach students clinical nursing skills by
recording video of expert practitioners performing
and explaining procedures, recording and coaching
students as they practiced, encouraging articulation
through think-aloud practice, and using videos and
discussions to reflect on performance (Woolley &
Jarvis, 2007).
Large companies also employ the cognitive
apprenticeship model. Google trains new software
engineers using a complex and robust program that
includes CA. Google provides new hires with a
mentor, encourages them to seek out other role
models to coach and advise them, scaffolds their
learning with check-lists, forums, and tutorials,
provides opportunities for feedback, articulation,
and reflection during a series of performance
management procedures, and provides multiple
opportunities for exploration, including Tech Talks
(community-organized sharing events that are
recorded and posted) and career development
projects. Google found that these practices reduced
isolation, enhanced collegiality, and increased
employee morale and job satisfaction (Johnson &
Senges, 2009).
How effective is it? Research generally supports the effectiveness of
cognitive apprenticeships in learning (Dennen &
Burner, 2008). Seel and Schenk (2003) used CA in
a multimedia environment and the results indicated
that effective design-type problem solving took
place, although scaffolding was difficult to employ
in the digital environment. Liu (2005) studied an
online CA for preservice teachers and found it to
lead to better performance and attitudes towards
instructional planning than classroom-based
learning. Hendricks (2001) compared CA to
traditional instruction and found that CA learners
performed better on post-tests, but this advantage
did not appear in a transfer activity two weeks later.
Teong (2003) found that young students using a
CA-based program called WordMath outperformed
the traditional learning group in word problem-
solving skills. Bonnett et al. (2006) compared 20
mentor-apprentice pairings of research scientists
and undergraduate biology students who used an
online CA program. The findings indicated that
mentoring relationships were more successful when
they focused on discipline-related topics instead of
relationship management issues. The example of
cognitive apprenticeship at Google is another
success story in learning and engagement in a
community of practice.
Most of the research on CAs focuses on higher
education, teacher training, and K-12 education,
leaving room for research in the government and
private sectors.
What are the implications for instructional design?
Cognitive apprenticeships can be considered for a
variety of learning problems. Some of the model’s
strong points are its emphasis on enculturation and
making explicit the knowledge of an experienced
practitioner, which are useful for novices achieving
performance mastery in a specific knowledge
domain (Dabbagh & Bannan-Ritland, 2005). For
example, an instructional designer might
recommend a CA to a company with high turnover
rate or expected large growth in human resources in
order to maintain institutional memory. Companies
might also benefit from cognitive apprenticeships
for people transitioning to new roles or departments
within the organization where there is a distinct
work culture and set of expectations. CAs could
also help learners to solve decision-making
problems in complex environments. New teachers,
for example, might benefit from mentoring
relationships with more experienced teachers,
especially in terms of classroom management,
instructional planning, and communication with
parents. Additionally, cognitive apprenticeships
could fulfill learning needs for students that require
added enculturation into a community of practice.
For example, after-school mentoring programs for
youth that are struggling in school could provide
CLE PEDAGOGY BRIEF NOVEMBER 2015
Cognitive Apprenticeship
them with the types of metacognitive, motivational,
and self- regulating skills required to succeed in
class.
Various technologies could be used to facilitate a
cognitive apprenticeship. Experienced practitioners
could be either audio or video recorded as they
model a task so that novices can repeatedly go back
and refer to the expert demonstration. Wikis,
discussion boards, journals, blogs, and video blogs
could support collaborative learning and student
articulation and reflection.
Email, synchronous video, and instant messaging
could be leveraged for coaching. Links to related
resources could provide scaffolding and encourage
exploration.
Scenario
A large pharmaceutical company is transitioning
to a more flexible employee development model
called Appreciative Inquiry. Current members of
various corporate teams are being groomed to
hold the position of team leader or project
manager in their respective departments as part
of the initiative by the company to redefine these
roles across the organization. They will be
matched with mentors who will work with them
in online environments and in face-to-face
meetings to help them construct expert level
knowledge of the Appreciative Inquiry process.
Multimedia resources will be available for the
learners to use to observe modeled examples of
the approach. Learners will keep a journal of
their attempts to apply the model to their work
situations and will submit role-play videos for
mentor critique. They will also participate in
developmental team projects and engage in
discussion forums and conversations.
Learners will internalize the skills of
experienced leaders and managers who can use
the Appreciative Inquiry process to build and
support successful productive teams. They will
learn to:
Understand and apply the Appreciative
Inquiry's principles and processes as these
relate to team development
Acquire the higher-level skills and abilities
necessary for successful project management
Hone competencies necessary to balance and
communicate priorities, and to make
decisions
Enrich their communication, facilitation, and
negotiation abilities, especially when dealing
with diverse teams and divisive issues
Appreciate multiple points of view and be
able to synthesize differences into a coherent
and cohesive action plan
Use Appreciative Inquiry to develop and
guide cohesive and collaborative teams
capable of sustaining high levels of
performance. (Adapted from Dabbagh and Bannan-Ritland, 2005)
CLE PEDAGOGY BRIEF NOVEMBER 2015
Cognitive Apprenticeship
References
Bonnett, C., Wildemuth, B. M., & Sonnenwald, D. H. (2006). Interactivity between protégés and scientists
in an electronic mentoring program. Instructional Science, (34), 21-61.
Brown, J. S., Collins, A., & Duguid, P. (1989). Situated cognition and the culture of learning. Educational
Researcher, 18(1), 32- 42.
Collins, A. (2006). Cognitive apprenticeship. In R. K. Sawyer (Ed.), The Cambridge handbook of the
learningsciences (pp. 47- 60). New York, NY: Cambridge University Press.
Dabbagh, N., & Bannan-Ritland, B. (2005). Online learning: Concepts, strategies, and application.
Upper Saddle River N.J.: Pearson/Merrill/Prentice Hall.
Dennen, V. P., & Burner, K. J. (2008). The cognitive apprenticeship model in educational practice. In M. J.
Spector, M. D. Merrill, M. J. J. G. Van, & M. P. Driscoll (Eds.), Handbook of research on
educational communications and technology (pp. 425- 439). Abingdon, NY: Springer.
Hendricks, C. C. (2001). Teaching causal reasoning through cognitive apprenticeship: What are
results from situated learning? Journal of Educational Research, 94(5), 302-311.
Johnson, M. & Senges, M. (2009). Learning to be a programmer in a complex organization: A case study
on practice-based learning during the onboarding process at Google. Journal of Workplace
Learning, 22(3), 180-194.
Lave, J., & Wenger, E. (1991). Situated learning: Legitimate peripheral participation. New York, NY:
Cambridge University Press.
Liu, T. C. (2005). Web-based cognitive apprenticeship model for improving pre-service teachers'
performances and attitudes towards instructional planning: Design and field experiment.
Educational Technology & Society, 8(2), 136-149.
Seel, N. M., & Schenk, K. (2003). An evaluation report of multimedia environments as cognitive learning
tools. Evaluation and Program Planning, 26(2), 215-224.
Swanson, K. W., West, J., Carr, S., & Augustine, S. (2015). Supporting dissertation writing using a cognitive
apprenticeship model. In V. C. X. Wang (Ed.), Handbook of research on scholarly publishing and
research methods (pp. 84-104). Hershey, PA: Information Science Reference.
Teong, S. K. (2003). The effect of metacognitive training on mathematical word-problem solving. Journal
of Computer Assisted Learning, 19(1), 46-55.
CLE PEDAGOGY BRIEF
Cognitive Flexibility Hypertext
What is it? Cognitive Flexibility Hypertext (CFH) is a
constructivist learning environment that “stimulates
creative and critical thinking by allowing users to look
at the same problem-situations from multiple
perspectives within a self-controlled, interactive
environment” according to Spiro, Lima, Koehler, who
helped to develop the model (2004, p. 375). The
model originated from Cognitive Flexibility Theory
(CFT), which was conceived by Rand Spiro, Coulson,
Feltovich and Anderson in 1988, basing it on the
following main tenets: 1) uses multiple case studies to
insure that a variety of possible situations are
presented, 2) focuses on cross-case differences in how
concepts and principles are applied, and 3) gives
consideration to multiple perspectives as an aid to
understand the connected nature of the domain
concepts and promoting flexible knowledge building.
Cognitive flexibility theory focuses on the nature of
learning in complex and ill-structured domains. Spiro
& Jehng (1990, p. 165) state: "By cognitive flexibility,
we mean the ability to spontaneously restructure one's
knowledge, in many ways, in adaptive response to
radically changing situationaldemands...This is a
function of both the way knowledge is represented
(e.g., along multiple rather single conceptual
dimensions) and the processes that operate on those
mental representations (e.g., processes of schema
assembly rather than intact schemaretrieval).”
Hypertext is the medium for representing cognitive
flexibility theory. Due to the non-linear learning
approach in CFT, it most often uses multimedia and
interactive technology for learning. CFH is a unique
pedagogical model which is best suited for extremely
complex problems, such as dilemmas or highly
subjective, contextualized cases that do not have a
clear-cut or linear pathway to a solution, such as those
in psychology and medicine.
How does it work? CFHs are unique environments defined by the critical
need for representing multiple perspectives, the
emphasis on learner- directed study vs. instructor-led,
and the rich, interconnected, specific resources
present in the learning environment. It is most often
GEORGE MASON UNIVERSITY
ANNE CAMPBELL
used as a supplemental tool as part of a course of
instruction. Jonassen, Ambruso & Olesen (1992) describe an
original application of cognitive flexibility theory to the
design of a hypertext program on transfusion medicine.
The program provides a number of different clinical
cases which students must diagnose and treat using
various sources of information available (including
advice from experts). The learning environment
presents multiple perspectives on the content, is
complex and ill- defined, and emphasizes the
construction of knowledge by the learner. A key
defining characteristic of CFH learning environments
is that the learning activities provide multiple
perspectives and representations of content as evident
in the example above.
Instruction by an instructor is limited, and the
construction of knowledge is on the learner to create.
“Hypertext” itself is a term coined by Theodor
Nelson to describe a user-directed approach to
organize and sequence text, versus the traditional
reading approach which is author-directed (Jonassen,
2011, p. 212). This exemplifies the ownership in
PSLEs, where “the onus is placedon the student to
create a model to capture in meaningful ways the
complexity presented in the learning task” (Dabbagh
& Dass, 2013, p. 162).
The instructor should also provide sources, or ensure
the multimedia environment has such sources, with a
high level of interconnection between the information
sources to enable the learner to construct broader
applications from the highly specific scenarios
presented. The materials and hypertext sources
should be very rich and detailed in nature and support
context-dependent case knowledge. In essence, the
hypertext environment needs to provide as much
information or access to information to allowthe
learner to consider as many vantage points to the
problem as possible.
Who is doing it? The original applications in CFHs have been in
reading comprehension, history, biology and
medicine. These are all very complex, contextually
dependent domains with interrelated tasks and
knowledge structures where CFT has proven to be an
effective learning theory for mastery of complex
knowledge transfer. Using hypertext as a medium for
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Cognitive Flexibility Hypertext
CFT learning has become more prevalent in education
to supplement coursework on highly complex subjects.
Today most social media environments are essentially
CFHs. Twitter, Facebook, Instagram, Pinterest, and
others are ill- structured, hypermedia environments
which offer multiple perspectives, timely and realistic
problem solving opportunities and links to
contextualized, specific cases. While non-
controversial topics are also discussed using social
media platforms, these hypertext environments have
become knownfor being the first place most people
turn to in order to learn more about the toughest issues
of today and offering their perspective on matters like
racial injustice, local and global politics, among many
others. Most interactive technologies are CFHs by design, such
as interactive smartboards which are increasingly
prevalent in classrooms all across the world. Interactive
whiteboards support non-linear learning in two main
ways, by accessing hypertext and multimedia external to
the classroom, and by allowing for non- linear movement
between the smartboard files related toquestions and
answers of students (Blau, 2011).
How effective is it? CFHs are best for raising awareness and understanding the complexities of specific societal issues. Learners
must take multiple perspectives on issues and construct
their own opinions and approaches to finding a solution to the problem. As Dabbagh and Dass found
in their 2013 study, “CFH case problems did not guide
learners toward a specific external product or concrete solution; rather, CFH case problems evoked internal or
tacit outcomes and changes in understandings that
cannot be readily detected or measured, such as raising awareness and developing opinions on a specific
societal issue, or understanding cultural differences and analyzing debates on alternative energy sources” (p.
172). The study also revealed that students spent on
average one and a half times longer in a heterarchical (network-like) case problem design, such as a CFH,
and this design also resulted in greater collaboration
between users (Dabbagh & Dass, p. 162). For 21st
century learning objectives, CFHs are ideal
environments for instilling critical thinking and
collaboration in learners.
In 2004, Godshalk, Harvey, and Moller studied the
effectiveness of a complex problem like sexual
harassment in the workplace. They found that learning
tasks that required learners to explore several opinions
and options were more effective in raising learners’
awareness and understanding of sexual harassment
than learning tasks that required learners to explore the
issue by taking a more defined and judgmental task”
(Dabbagh & Dass, 2013, p. 163).
In a 2013 study by Rinaldo, Laverie, Tapp, and
Humphrey, Twitter was used as the CFH to enhance
the classroom experience. The study found that
students who engaged morewith Twitter throughout
the semester realized a variety of benefits which
included positive shifts in their motivations towards
the course and task mastery, as well as shaping goals
related to future careers (Rinaldo et al, 2013).
What are the implications for instructional design? As CFT believes that the transfer of knowledge and
skills beyond their initial learning situation is very
important and that the nature effective learning in
complex problems are highly context- dependent, the
instructional designer must make it a priority to
include information from multiple perspectives and
use of many case studies that present diverse and
specific examples. CFT also proposes at its core that
learners must be able to construct their own
representations of information and construct
knowledge for themselves, and must be given
opportunities to do so. “CFT suggests that learning is
most successful when students are applying
knowledges to new situations independently”
(Rinaldo, Laverie, Tapp, Humphrey, 2013, p. 19).
Dabbagh and Dass found in their study of case
problems that problem topics that were controversial,
consequential, timely, realistic, and possessing
multiple perspectives were found most often in CFHs
(2013, p. 171). CFH case problem tasks were also
found to be less tangible or overt than problem tasks
conveyedin the case problems of the other models
examined in their study.
However, with the advent of hypermedia and the
internet, designers are finding that there is
unexplored territory with very few guidelines for the
practice of using CFHs in the classroom. They have
the technology and connections to the world at their
fingertips, but being able to decipher credible sources
and knowing how to link all of the information
together is lessclear. New interactive technologies are
expanding to personal devices connected by the
Internet of Things, and should be utilized to provide
greater detail and increase the number of perspectives
CLE PEDAGOGY BRIEF NOVEMBER 2015
Cognitive Flexibility Hypertext
available to everyone to help tackle complex
problems. Scenario
Sophomores taking a political science class at
American University are failing to understand all
of the factors which affect an individual
government’s decision-making process in an
international crisis. The professor asks them to
formulate an argument, either for, against, or
undecided, on whether the United States should
accept more Syrianrefugees.
They will be given a constrained web
environment which contains hyperlinks to web
resources on the most currentstate of the crisis in
Syria, current U.S. government programs and
stances on refugees, statistics on immigrants to
the U.S. in the last ten years, popular opinions
from highly regarded media outlets, historical
cases of similar past crises with actions taken by
the U.S., cultural differences between our two
countries, surrounding countries’ Syrian refugee
numbers, immigration programs and resources,
and current statisticson
U.S. unemployment rates and resources. The
links and Twitter feed will show perspectives
from government officials, everyday citizens,
refugees and immigrants, and respected
journalists. A Twitter feed showing Syrian-
related threadswill also be embedded in the web
environment.
The students will discuss opinions on an online
discussion forum with each other, and they will
be able to talk with classmates and the professor
in class as well. For the final project, they will
present a two minute argument to the professor
and class of their recommendation and detail the
perspectives and information they used to make
their decision.
CLE PEDAGOGY BRIEF NOVEMBER 2015
Cognitive Flexibility Hypertext
References
Antonenko, P. D., & Niederhauser, D. S. (2010). The influence of leads on cognitive load and learning in a hypertext
environment. Computers in Human Behavior, 26(2), 140-150.
Blau, I. (2011). [Chais] Teachers for "smart classrooms": The extent of implementation of an interactive whiteboard-
based professional development program on elementary teachers' instructional practices. Interdisciplinary
Journal of E- Learning and Learning Objects, 7(1), 275-289.
Dabbagh, N., & Dass, S. (2013). Case problems for problem-based pedagogical approaches: A comparative analysis.
Computers & Education, 64, 161-174.
Godshalk, V. M., Harvey, D. M., & Moller, L. (2004). The role of learning tasks on attitude change using cognitive
flexibility hypertext systems. The Journal of the Learning Sciences, 13(4), 507-526.
Jonassen, D., Ambruso, D . & Olesen, J. (1992). Designing hypertext on transfusion medicine using cognitive
flexibility theory. Journal of Educational Multimedia and Hypermedia, 1(3), 309-322.
Jonassen, D. H. (2011). Learning to solve problems: A handbook for designing problem-solving learning
environments. New York, NY: Routledge.
Rinaldo, S. B., Laverie, D. A., Tapp, S., & Humphrey Jr, W. F. (2013). The benefits of social media in marketing
education: Evaluating Twitter as a form of cognitive flexibility hypertext. Journal for Advancement of
Marketing Education, 21(1), 16.
Spiro, R.J., Feltovich, P.J., Jacobson, M.J., & Coulson, R.L. (1992). Cognitive flexibility, constructivism, and
hypertext: Random access instruction for advanced knowledge acquisition in ill-structured domains. In T.M.
Duffy & D.H. Jonassen (Eds.), Constructivism and the technology of instruction: A conversation (pp. 57-
75). Hillsdale, NJ: Lawrence Erlbaum. Retrieved from:http://postgutenberg.typepad.com/files/spiro92.pdf
CLE PEDAGOGY BRIEF
Cognitive Flexibility Hypertext
What is it? Cognitive Flexibility Hypertext/Hypermedia is a
web-based constructivist learning environment
proposed by Spiro, Coulson, Feltovich, & Anderson in
1988. When researching biomedical cognition, Spiro
and his fellow researchers discovered that medical
school students frequently developed misconceptions
because of the various forms of oversimplification
used during their instruction. Spiro et al., proposed
Cognitive Flexibility Theory (CFT) to facilitate
complex knowledgeacquisition in ill-structured
domains. Spiro & Jehng (1990) claimed hypertext to
be the most appropriate medium for representing
cognitive flexibility theory. CFT utilizes a real-world
case to convey an advanced concept. The complexity
of the concept is retained by integrating multiple
mental and pedagogical representations (Spiro et al.,
1988).
Learners are able to flexibly accessrelated information
through hypertexts. Instead of accepting an oversimplified,
“pre- packaged” schema, learners must construct their own
unique schemas. Cognitive Flexibility Hypertext/
Hypermedia (CFHs) were introduced in 1992 as a
problem-solving learning environment to support the
GEORGE MASON UNIVERSITY
BRENDA HUBER
theory (Spiro, Feltovich, Jacobson, & Coulson,
1992).
With a CFH learning environment, students encounter
an authentic, complex case which features
multiple perspectives and no clear solution. The
juxtaposition of the perspectives creates themes for
the learner to explore. The case, and the
interconnected perspectives and themes are presented
in documents, graphics, videos, audio files,
photographs, etc., and are accessible through
hypertext links. Learners can enter the
multidimensional CFH at any point and “crisscross”
their way in a non-linear fashion through the
information, examining it repeatedly, in different
orders, for different purposes, and in different
contexts (Jonassen, Dyer, Peters, Robinson, Harvey,
King, & Loughner, 1996). To solve the problem,
students must evaluate and synthesize all the
perspectives. It requires cognitive flexibility for the
learners to accommodate multiple perspectives as
they construct their own interpretation of and solution
to the problems (Jonassen, 2011).
How does it work? Learners enter a CFH through a web page that
introduces a realistic case that lays the foundation for
the problem. The scenario is representative of
something a professional would encounter in the
workplace. It can be presented in any number of ways:
as a video, business report, meeting dialog, etc.
Learners sometimes find they are assigned a role to
play and their task is outlined. They are free to click
on any hyperlink to gather the background knowledge
they need by exploring the different perspectives of
the problem. Each perspective is a mini-case of the
overarching case, as each represents a unique reality of
the situation and contributes a different opinion,
possible solution, or facts that must be taken into
consideration. The perspectives are presented in the
form of primary case material: interviews, emails,
maps, letters, reports, etc. The more varied the mini-
cases are, the more likely it is for learners to be able to
transfer problem solving skills (Jonassen, et al., 1996).
Underlying themes are based on the points made by
different perspectives and learners must navigate
through competing viewpoints. Hot words and phrases
link the themes and perspectives, perspective to
Scenario What do the Statue of Liberty, Devil’s Tower, and Cesar
Chavez’s home all have in common? They are all United
States’ National Monuments. President Obama recently
named three other places of historical or geological
significance to the list of 117 monuments around the U.S.
There are several more under consideration. However, it is
not an easy task to declare a site a national monument. It
takes a Presidential proclamation or Congressional
legislation for it to happen. There are conflicting opinions
about the designation of land as a monument as it restricts
its use and future development. Cranberry Wilderness
stretches over 48,000 acres in West Virginia and is home to
both an important aquifer and valuable shale deposits.
Should this federally-protected wilderness area join the list
of National Monuments or should several proposed natural
gas pipelines be allowed to cross its boundaries? Through a
Cognitive Flexibility Hypermedia activity you can explore
the debate about the financial, cultural, and environment
impact on Cranberry Wilderness and decide whether you
support or are opposed the proposed Birthplace of Rivers
National Monument.
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Cognitive Flexibility Hypertext
perspective, themes to themes, and back to the main
case. The interconnectedness of the mini- case
elements allows learners to recognize patterns and
analogies that can be applied to new cases (Graddy,
Lee, & Timmons, 2001).
Users can navigate back and forth between the themes
and perspectives and review the scenario at any time.
Some CFHs further engage learners by providing
a place to take notes or providing access to search
engines so learners can locate additional
information and add their own hyperlinks to the
system.
The ultimate goal is for the learner to synthesize
the information in the case to make a decision
and be able to justify it. The final product may be
a report, a design document, an essay, or other
artifact that demonstrates both knowledge
acquisition and transfer of knowledge.
Who is doing it? The original research that spawned both
Cognitive Flexibility Theory and Cognitive
Flexibility Hypertext/Hypermedia was on medical
school students. The need to convey the complex
thinking of expert dental anesthesiologists to Korean
dental students was accomplished with a CFH that was
part of a cognitive apprenticeship program. It featured
mini-cases in the form of video segments that featured
expert performances and reasoning. Using the
knowledge gained by examining the different variables
in the mini-cases and the experts’ reasoning at critical
junctures, the dental students were expected to model
the reasoning process used by an expert and make
decisions as a dental surgeon to improve the outcome
in the test case (Choi, Hong, Park & Lee, 2013).
Several colleges and universities have adopted CFH
learning platforms to meet the advance learning needs
of their students. Jonassen (2011) developed several
CFH programs including one for a geography course
and another for a sociology course. The would-be
geographers were asked to take on the role of a
member of a consulting firm that had been asked to
design an alternate route for an intersection and later
to choice the location of a new community landfill.
The perspective included soil maps, traffic and
accident reports, and the opinions of citizens and
public leaders. The sociology students were asked to
solve three problems: 1) chose which renter to lease a
house to; 2) decide which person to hire as a sales
director; and 3) decide which person to admit to the
final freshman slot. The perspectives included
sociological theories, and applicants’ personal
viewpoints.
Toy & McShay (2003) created a CFH for pre-service
teachers so they could identify and explore the many
multicultural themes that are present in different
school settings and the ways, as teachers, they could
apply their new knowledge in other educational
contexts.
How effective is it? CFHs have been found to be effective in avoiding
the oversimplification in instruction andstudent
misconceptions that can develop when attempting to
present complex or ill-structured information in a
linear format (Spiro et al., 1988). Because of the
cognitive load they demand of learners, CFHs are not
recommended for introductory learning situations
(Spiro et al., 1992).
Compared to students who participated in learning
designs that emphasized mastery of declarative
knowledge, students who used CFHs were superior in
transferring their problem solving skills to new
situations. However, the control group performed better
on traditional recall assessments (Jacobson & Spiro,
1995). It should be noted that students do not always
use the learning tool as designed without appropriate
guidance (Choi, et al., 2013; and Strobel, Jonassen &
Ionas, 2008). Because the system is designed to be used
independently, some users may struggle to actively
construct knowledge and make meaning of the themes
and perspectives (Strobel, et al., 2008).
What are the implications for instructional design? CFHs are powerful instructional models for
understanding the complexities of ill-defined, real-
life problems and making choices for medical
diagnoses, public policy decisions, and legal and
ethical conundrums. They support the development
of flexible thinking that is required to analyze and
synthesize multiple perspectives. Because the goal is
for a learner to develop a unique schema through
which to approach new problems or situations, a CFH
would be inappropriate for group learning
environments. CFH were designed as a computer-
based learning model, and internet access and search
engines increase the accessibility of materials to add
details to perspectives. Word processing, computer
CLE PEDAGOGY BRIEF NOVEMBER 2015
Cognitive Flexibility Hypertext
aided design software, and other programs can be
combined with a CFH to provide opportunities for
learners to demonstrate their flexible decision making
and its ramifications.
CLE PEDAGOGY BRIEF NOVEMBER 2015
Cognitive Flexibility Hypertext
References
Choi, I., Hong, Y., Park, H., & Lee, Y. (2013). Case-based learning for anesthesiology: Enhancing dynamicdecision
making skills through cognitive apprenticeship and cognitive flexibility. In Luckin, R., Goodyear, P.,
Puntambeker, R., Grabowski, B., Understood, J., & Winters, N. (Eds.), Handbook of design in educational
technology. (pp. 230-240). New York, NY: Routledge. Retrieved from
https://www.safaribooksonline.com/library/view/handbook-of-design/9780415807340/xhtml/Ch023.xhtml
Graddy, D.B., Lee, J.T., & Timmons, J.D., (2001). Cognitive flexibility hypertext as a learning environment in
economics: A pedagogical note. Journal for Economic Educators 2001, 3(3). Electronic journal.
Retrieved from http://capone.mtsu.edu/jee/PDF_Files/TEAcogpaper.pdf
Jacobson, M. J., & Spiro, R. J. (1995). Hypertext learning environments, cognitive flexibility, and the transfer of
complex knowledge: An empirical investigation. Journal of Educational Computing Research, 12(4):301-
333.
Jonassen, D.H., Strobel, J., & Ionas, I.G. (2008). The evolution of a collaborative authoring system for non-
linear hypertext: A design-based research study. Computers & Education: An International Journal,
5(1), 67-85.
Jonassen, D.H., Dyer, D., Peters, K., Robinson, T., Harvey, D., King, M., & Loughner, P. (1996). Cognitive
flexibility hypertexts on the web. In B. Khan (Ed.), Web-based instruction. (pp. 120-133). Englewood
Cliffs, NJ: Educational Technology Publications.
Jonassen, D.H., (2011). Learning to solve problems: A handbook for designing problem-solving learning
environments. New York, NY: Routledge. Spiro, R.J., Cousin, R.I., Feltovich, P.J., & Anderson, D.K.
(1988). Cognitive flexibility theory: Advanced knowledge acquisition in ill-structured domains. Tech Report
No. 441. Champaign, IL: University of Illinois at Urbana- Champaign, Center for the Study of Reading.
Retrieved from http://files.eric.ed.gov/fulltext/ED302821.pdf
Spiro, R.J. & Jehng, J. (1990). Cognitive flexibility and hypertext: Theory and technology for the non-linear and
multidimensional traversal of complex subject matter. D. Nix & R. Spiro (eds.), Cognition, education, and
multimedia. (pp. 163-205). Hillsdale, NJ: Erlbaum.
Spiro, R.J., Feltovich, P.J., Jacobson, M.J., & Coulson, R.L. (1992). Cognitive flexibility, constructivism, and
hypertext: random access instruction for advanced knowledge acquisition in ill-structured domains. In T.M.
Duffy & D. H. Jonassen (Eds.), Constructivism and the technology of instruction: A conversation. (pp. 57-
75). Hillsdale, NJ: Lawrence Erlbaum.
Toy, S. & McShay, J. (2003). Using Cognitive Flexible hypertext environments to provide virtual field experiences
for preservice teachers in a multicultural course. In C. Crawford, N. Davis, J. Price, R. Weber & D. Willis
(Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference
2003. (pp. 2427-2430). Chesapeake, VA: Association for the Advancement of Computing in Education.
Retrieved from http://www.editlib.org/p/18465
CLE PEDAGOGY BRIEF
Communities of Practice
What is it?
A community of practice (COP) is an age-old learning
model, which was defined by Etienne Wenger and
Jean Lave in the early 1990s. They identified COPs as
a unique model in the process of studying
apprenticeships and knowledge sharing within a
research project run at the Institute for Research on
Learning (IRL) (Corso, n.d.). They discovered that
there need not be only two people involved in an
apprenticeship: a novice and an expert. Rather, a
community can serve as a “living curriculum” for
novices and experts at various levels (Wenger, 2006).
As it was researched further, Wenger and Lave
discovered this model virtually everywhere, often
without a formal apprenticeship structure and without
the dichotomy between novice and expert. They
identified three distinct characteristics of COPS: (1)
domain, (2) community, and (3) practice. A COP is
when practitioners of a certain domain come together
on a regular and on-going basis to discuss and share
strategies, resources, and best practices. As an off-
shoot of apprenticeships, this learning model is
authentic and largely dependent on participants that
direct and construct their own learning. It is for this
reason that it falls under constructivist epistemology,
although it also has implications for connectivism in
the modern age. In essence, Wenger and Lave did not
invent a new learningmodel. Rather, they discovered
and defined a naturally-occurring model used
everywhere.
How does it work?
COPs do not lend themselves to traditional roles of
“instructor” and “student.” Rather, all practitioners
come to the table with their unique levels of expertise.
There may be core members who actively and
frequently participate and peripheral members
who come and go or eventually become core
members. Although COPs can be “cultivated,” the
members are responsible for sustaining it over time
(Cambridge, Kaplan, & Suter, 2005). The community
ranges from various levels of “connectivity” and
“institutionalization” (Jonassen, 1999). For example,
GEORGE MASON UNIVERSITY
NASHRAH AHMED
nurses that meet for lunch daily to discuss issues is an
example of low institutionalization and high
connectivity. On the other hand, a national association
of nurses that has annual gatherings is an example
of high institutionalization and low connectivity.
The types of domain, community, and
practice vary drastically. Learning happens through
social interaction and situated learning. It is authentic
in that practitioners drive the learning and discuss
topics that are most relevant to their practice and that
will enhance learning in that domain. Knowledge-
sharing is also an essential component. In fact,
“theory and evidence suggest that knowledge creation
and sharing are processes that involve often
spontaneouslyformed groups of individuals” (Corso,
n.d.).
Finally, COPs are considered living, breathing entities
that evolve over time. There are five loose
stages of evolution: potential, coalescing, maturing,
stewardship and transformation. In a nutshell, a
“loose network” of individuals eventually coalesce
into a community, mature over time, and become
stewards of knowledge in a particular area (Corso,
n.d.). Even with institutionalization and orchestration,
these stages can only come into existence through
social interactions that are authentic and spontaneous.
Who is doing it? Communities of practice have always existed and
continue to exist in every aspect of life, from local
knitting clubs to international associations of law or
medicine. Since its introduction by Lave and Wenger,
it has been used heavily in business and management
settings. Wenger argues that an organization’s most
valuable resource is people and “[e]ven when people
work for large organizations, they learn through their
participation in more specific communities made up
of people with whom they interact on a regular basis”
(1998).
COPs are also used in government, non-profit
organizations, and associations. One example is the
World Bank’s knowledge management strategy,
which incorporates an increasing number of COPs
(Wenger, 1999). COPs also occur informally within
organizations across functional units. For example,
the group of colleagues one interacts with on a
regular basis to share experiences and discuss ideas
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would be considered an informal COP. Although it
is not generally used in K-12 education for students,
teachers often work within COPs centered on
planning and instruction. In today’s increasingly
globalized world, online platforms have
further expanded COPs beyond geographic
boundaries. Many COPs contain both online and
face-to-face components. For example, teachers may
meet weekly in person and also use a Google Drive
to share resources discussed. There are professional
circles that mostly interact online but may have an
occasional live webinardiscussion.
How effective is it? The effectiveness and impact of communities of
practice is difficult to measure because its “primary
‘output’ – knowledge is intangible” (Wenger, 1999).
However, there are certain indicators of an effective
COP such as “knowledge assimilation, creation,
transfer, sharing, capitalization, and reuse” (Corso,
n.d.). A successful COP connects people, “capture[s]
and diffuses existing knowledge,” and generates new
knowledge (Cambridge, Kaplan, & Suter, 2005).
Snyder and Wenger outlines ways in which COPs
have added valueto various businesses and
organization such as the World Bank, Buckman Labs,
and Chrysler. In particular, they have helped
organizations develop hubs of strategic knowledge and
create new lines of business by fostering the exchange
of entrepreneurial insight. COPs have also streamlined
problem- solving processes by connecting
practitioners to experts in their fields. They have also
aided in the transfer of knowledge as participants
exchange context-specific bestpractices.
Although COPs have been around for centuries and
are increasingly gaining momentum in organizational
environments, there are a number of challenges or
unresolved issues that may impede the development of
effective COPs in today’s fast-paced globalized
workforce. Kerno identifies three limitations or
challenges: (1) time constraints that don’t allow
participants to “engage in prolonged, sustained
discourse,” (2) the hierarchical structure of
organizations that has the potential to be at odds with
the fluid, horizontal nature of COPs, and (3) the role of
varying cultures, some of which may emphasize
individualism overcommunity.
What are the implications for instructional design?
Communities of practice are a naturally occurring
model in organizations and in everyday life. They can
be a valuable structure for instruction and their
“organic, spontaneous, and informal nature” do not
warrant a great deal of “supervision and interference”
(Wenger, 1999). In this regard, it is ideal for cases
when resources to provide formal learning
interventions are limited and there is a great deal of
collective expertise on a topic. It is also ideal for
continuing education for adults because it is
embedded in a shared real-world practice or area of
expertise. COPs focus on the distribution, transfer,
and generation of knowledge through collaboration,
resource- sharing, and dialogue. However, “managers
cannot mandate communities or practice; they [must]
bring the right people together, provide an
infrastructure in which communities can thrive, and
measure the communities’ value in nontraditional
ways” (Wenger, 1999). Instructors or managers
ultimately serve as facilitators on an on-going basis
and they are cognizant of the phases or life cycle of
COPs: inquire,design, launch, grow, and sustain
(Cambridge, Kaplan, & Suter, 2005).
Technology has greatly enhanced the scope and
functionality of COPs. The “technical architecture” is
as important as the “social architecture.” In fact,
many COPs exist entirely online on social media
platforms, interactive websites, or discussion boards.
Online resource-sharing platforms such as Google
Drive are used to share resources and collectively
work on projects. Social media groups on Pinterest or
Facebook can also be used as resource-sharing and
collaboration tools respectively. For COPs that are
virtual or cannot meet face-to- face on a regular
basis, Skype, Adobe Connect, WebEx, or any similar
web conferencing tool provides a “sense of place”.
CLE PEDAGOGY BRIEF NOVEMBER 2015
Communities of Practice
Scenario ABC is a two-year alternative teacher preparation
and leadership development program that places
highly qualified young college graduates in high-
needs schools. Teachers in their second year, 60 in
total, have traditionally received less support and
professional development than first-year teachers.
Unlike first-year teachers who are focused on
mastering the foundations of instruction and
pedagogy, second-year teachers are refining skills
and preparing to become future leaders in the
movement for education equity, whether they stay in
the classroom or pursue related careers. They have
expressed a need for more differentiated support
because the information that is useful for first-year
teachers does not feel relevant to them. Additionally,
they have different interests based on the career
trajectory they have decided to pursue after finishing
the program. For example, some are interested in
school leadership, some are interested in curriculum
design, and others are interested in leveraging
community relationships. ABC does not have the
resources and capacity to provide robust
differentiated support. However, they realized that
second-year teachers have benefited from interacting
with each other as well as the large alumni base in
the region. Many of the second- year and alumni
teachers are finding effective and innovative ways to
design instruction, connect with communities, and
take on leadership roles in their schools. ABC would
like to leverage this collective expertise to provide
more authentic and differentiated support to second-
year teachers.
CLE PEDAGOGY BRIEF NOVEMBER 2015
Communities of Practice
References
Cambridge, D., Kaplan, S., & Suter, V. (2005). Community of practice design guide: A step-by-step guide
for designing & cultivating communities of practice in higher education (pdf file). Retrieved from
https://net.educause.edu/ir/library/pdf/nli0531.pdf.
Corso, M., & Giacobbe, A. (n.d.). Building communities of practice that work: A case study based research
[pdf file]. Retrieved from
http://www2.warwick.ac.uk/fac/soc/wbs/conf/olkc/archive/oklc6/papers/corsogiacobbe.pdf
Jonassen, D., & Land, S. (2012). Preface. Theoretical foundations of learning environments (p. vii-x). New
York, NY: Routledge. Retrieved from
http://samples.sainsburysebooks.co.uk/9781136702600_sample_844583.pdf
Kerno, S.J. (2008). Limitations of communities of practice: A consideration of unresolved issues and
difficulties in the approach. Journal of Leadership & Organizational Studies, 15(1) 69-78. Retrieved
from http://www.knowledgemobilization.net/wp-content/uploads/2014/02/8.-Limitations-of-
Communities-of- Practice-.pdf.
Wenger, E. (1998). Communities of practice: Learning as a social system. The Systems Thinker, 9(5).
Wenger, E., & Snyder, W. (1999). Communities of practice: The organizational frontier. Harvard Business
Review. Retrieved from
http://www.rareplanet.org/sites/rareplanet.org/files/Communities_of_Practice_The
_Organizational_Frontier%5B1%5D.pdf.
Wenger, E. (2006). Communities of practice: A brief introduction (pdf file). Retrieved from http://wenger-
trayner.com/wp- content/uploads/2013/10/06-Brief-introduction-to-communities-of-practice.pdf.
CLE PEDAGOGY BRIEF
Communities of Practice
What is it?
A community of practice is a group of people who
share a common concern, a set of problems, or interest
in a topicand who come together to fulfill both
individual and group goals (Wenger et al., 1998).
Participating in these ‘communities of practice’ is
essential to our learning (Wenger, 2000b).
Online collaborative forums offer just-in-time training
solutions and are often represented in the form of
discussion boards, collaborative software programs,
and centers for feedback. These forums have
consequentially evolved into CoPs wherein interested
stakeholders can interactively problem solve, create
new knowledge, or troubleshoot any issues facing
field practitioners (Wenger, 1998).
Wenger pointed out that CoPs can also be considered
as a part of broader conceptual framework for thinking
about learning in its social dimensions. CoPs are
theoretically grounded in social constructivism. While
as pedagogical model, it is consistent with the
epistemological assumptions of constructivism, which
stipulate that meaning is a function of how the
individual creates meaning from his or her experiences
and actions (Jonassen, 1991).
How does it work? CoPs often focus on sharing best practices and creating
new knowledge to advance a domain of professional
practice.
Arising out of learning, Wenger considered that CoPs
exhibits many characteristic of systems more
generally: emergent of learning, complex
relationships, self-organization, dynamic boundaries,
ongoing negotiation identity and culturalmeaning.
When designing itself, a community should look at the
following elements: events, leadership, connectivity,
membership, projects, and artifacts (Wenger,2000b).
Following are the instructional characteristics of CoPs:
□ Control of learning is distributed amongthe
participants in the community and is not in the
hands of a single instructor or expert.
□ Participants are committed to the generationand
GEORGE MASON UNIVERSITY
CHUNHUA XIONG
sharing of new knowledge.
□ Learning activities are flexible andnegotiated.
□ The participants exhibit high levels of dialogue,
interaction, collaboration, and social negotiation.
□ A shared goal, problem, or project bindsthe
participants and provides a common focus and an
incentiveto work together as a community.
□ Diversity, multiple perspectives, and epistemic
issues are appreciated.
□ Traditional disciplinary and conceptual
boundariesare crossed.
□ Innovation and creativity are encouraged and
supported.
Who is doing it? Many studies show that CoPs have existed in a very
wide range of domains in academe, business,
government, education, health and the civil sector.
Following are a few examples of the applications of
CoPs: First of all, CoPs have been applied widely in
companies or organizations. For example, when a
company reorganized into a team-based structure,
employees with functional expertise may create
communities of practice as a way of maintaining
connections with peers. Elsewhere, people may form
communities in response to changes originating
outside or inside the organization, such as the rise of
e-commerce, computer makers offering consulting
service, etc.
Moreover, in order to develop a knowledge sharing
culture, a case study explores how NASA's Office of
theChief Engineer established communities of
practice on the NASA Engineering Network, from
establishing simple websites that compiled discipline-
specific resources to fostering a knowledge-sharing
environment through collaborative and interactive
technologies (Topousis et al., 2012).
Last but not least, Polin’s (2008) study illustrates
ways in which social computing applications enable
the use of a CoP model in graduate professional
education, which offers a perspective on graduate
professional education as an activity arising in a
community of professionalpractice.
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Communities of Practice
How effective is it? Combined with Wenger’s view of the application of
the CoPs, the effectiveness can be discussed from
following aspects:
To begin with, in organization in the private and
public sectors, CoPs have provided a vehicle for peer-
to-peer learning among practitioners. CoPs have been
seen toimprove organizational performance at
companies as diverse as international bank, a major
car manufacturer, and the U.S. government agency.
(Wenger & Synder, 2000b)
Secondly, in education, CoPs are increasingly used for
professional development, but they also offer a fresh
perspective on learning and education more generally.
New thinking about the role of educational institutions
anddesign of learning opportunities is arising by
applying the CoPs in educational field. Finally, in
international development, cultivating horizontal
communities of practice among local practitioners
presents an attractive alternative to the traditional view
of vertical transmission of knowledge (Wenger, 2009).
Actually, NASA’s CoPs showed that the collaborative
exchanges in CoPs “have already offered significant
discoveries in how to reduce risk in space exploration
and optimize engineering designs.” (Topousis et al.,
2012).
What are the implications for instructional design?
Today, organizations, workgroups, teams, and
individuals must work together in new ways. Inter-
organizational collaboration is increasingly important
(Cambridge et al., 2005). Studies indicated that CoPs
can be cultivated to address the needs of sharing
information, exchange of opinions, and peer-to-peer
learning in a variety of contexts through appropriate
technologies, in particular the rise of social media. By
applying CoPs as a pedagogical approach, members of
community attempt to unveil tacit skills and abilities
that often only evolve from experience (Hildreth et al.,
2000; Wenger, 2000a; Wenger, 2000b).
In order to develop quality CoPs, Harvey et al
mention that the organizational model, culture, and
context must be considered (Harvey et al., 2012).
While successfully facilitating a CoP involves
understanding its lifecycle phase (inquire, design,
prototype, launch, grow, and sustain) and ensuring
that the expectations, plans, communications,
collaborative activities, technologies, and measures
ofsuccess map to the current phase of the
community’s.
The technical architecture of the community supports
it in providing a platform for communication and
collaboration, while the social architecture enlivens
it. Therefore, the roles, processes, and approaches
that engage people—whether face- to-face or
online—are essential in relationship building,
collaborative learning, knowledge sharing, and action
(Cambridge et al., 2005).
Scenario
“Engaging in Cultural Inquiry” (by Kristin
Percy-Calaff)
Introduction A national professional teaching society estimates
that more than half the public schools in America
are wrestling with cultural diversity issues and
learning needs stemming from differences in
students’ educational and ethnicbackgrounds. Some
diversity issues come from the fact that the families
of many school-aged children emigrated from
foreign countries and do not speak English. Other
issues arise because American families are more
mobile than they were 25 years ago. Many students
spend only 1 or 2 years in the same school system.
When they arrive at a new school, they
have differing academic backgrounds and
expectations.
Teachers need to be able to analyze student
problemsand identify whether they are
developmental issues, cultural differences, or
learning disabilities. Perhaps the “difficulties” are
the result of the teacher’s overly narrow
expectations. Educators must be able to locate
resources and use these resources to flexibly solve
problems that interfere with their students’ learning.
This year’s public school educational conference will address this issue; the theme is “Cultural Inquiry and Effective Education (CIEE).”
Continued on next page…
CLE PEDAGOGY BRIEF NOVEMBER 2015
Communities of Practice
The goal of the CIEE conference is “to support
teachers working in culturally diverse classrooms so
that they might provide effective educational
opportunities for all students.” The conference will
be divided into tracks geared to four audiences:
teachers in K–7, teachers in 8–12, school
administrators, and technology support
professionals. Presenters and participants will be
encouraged to collaborate and share their
experiences, and to recommend resources and
methods for supporting culturally diverse
classrooms. As the conference organizer, you want
this event to lay the groundwork for a teacher
support base for cultural issues.
Learning Outcomes The task force will be charged with designing an
environment that will enable teachers to do the
following:
Identify appropriate cultural
approaches,knowledge domains, and
intervention strategies used in
different educational situations
Develop a research plan and identify
relevant resources, including other
teachers, to solve a culturally based
educational problem
Decide how and when resources should
be used to support decisions, methods,
and information given in a situation
Envision alternative ways of
viewing educational processes Provide experiential guidance to instructors
who are unfamiliar with the cultures of the students they are encountering
Identify strategies to improve educational
practice
Reflect on strategy outcomes and
refine their solutions for future
practice.
CLE PEDAGOGY BRIEF NOVEMBER 2015
Communities of Practice
References
Cambridge. D., Kaplan. S., & Suter, V. (2005). Community of practice design guide: A step-by-step guide for
designing &cultivating communities of practice in higher education. Retrieved from EDUCAUSE
website: http://net.educause.edu/ir/library/pdf/NLI0531.pdf
Harvey, J. F., Cohendet, P., Simon, L., & Dubois, L. E. (2013). Another cog in the machine: Designing
communities of practice in professional bureaucracies. European Management Journal, 31, 27–40.
Hildreth, P., Kimble, C., & Wright, P. (2000). Communities of practice in the distributed international environment.
Journal of Knowledge Management, 4(1), 27– 38.
Jonassen, D. H. (1991). Objectivism versus constructivism: Do we need a new philosophical paradigm? Educational
Technology Research and Development, 39(3), 5–14.
Lave, J., & Wenger, E. (1991). Situated learning: legitimate peripheral participation. Cambridge England:
Cambridge University Press.
Polin, G. L. (2008) Graduate professional education from a community of practice perspective: The role of
social and technical networking. In C. Blackmore (Eds.), Social learning systems and communities
of practice (pp. 163-177). London: Springer.
Topousis, D., Dennehy, C.J., & Lebsock, K.L. (2012). NASA’s experiences enabling the capture and
sharing of technical expertise through communities of practice. Acta Astronautica, 81(2), 499–
511.
Wenger, E. (1998). Communities of practice: learning, meaning, and identity. Cambridge, London: Cambridge
University Press.
Wenger, E. C., & Snyder, W. M. (2000a). Communities of Practice: The organizational frontier. Harvard Business
Review, 78(1), 139-145.
Wenger, E. (2000b). Communities of practice and social learning systems. Organization, 7(2), 225 –246.
CLE PEDAGOGY BRIEF
Goal-Based Scenarios
What is it?
Goal-based scenarios (GBS) are, first and foremost, a
pedagogical model grounded in constructivism.
According to Anne K. Bednar, constructivism is a
theory that associates learning with creating meaning
from experience (Ertmer & Newby, 1993). Building
on this concept, GBS provides learners with
meaningful and authentic goals in the context of a
real- world scenario. Originally proposed by Roger
Schank, GBS accounts for the idea that too often,
natural learning goals are overshadowed by artificial
ones (Schank, 1992). They create a more authentic
learning experience by providing learners with specific
goals to work towards in solving aproblem.
Additionally, goal-based scenarios allow for learning
to occur throughout the scenario on a variety of
different subjects; not just directly related to the
specific goal. Learners are forced to build a skillset as
they progress through the scenario, and make choices
utilizing their newly acquired skills. As Schank notes,
GBS is truly learning by doing and learning in real
life, which tends to be a very effective way that people
learn naturally. This also allows learners to take control
of their own learning experience, since they are
the ones that need to pursue the achievement of the
goals (Abelson et al., 1994).
How does it work? Goal-based scenarios typically have seven very well
structured and well defined instructional
characteristics. First are learning goals, which defines
what students should learn from the GBS. Often,
learning goals can be broken up into both process and
content knowledge. Process knowledge describes
how to practice skills that contribute to learner
success, and content knowledge describes the
information that learner success requires, respectively.
The second instructional characteristic
is a mission, which is the actual goal that will
motivate the learner to solve the problem. Ideally, the
mission is something relatable to the learner, but also
realistic. Third is a cover story, which provides the
background and context for the scenario thatcreates
the need for the mission to be successfully
GEORGE MASON UNIVERSITY
DAN JACKSON
accomplished. This is a critical step, since a good
cover story can be key in allowing the learner to
become immersed in thescenario.
The fourth instructional characteristic of a GBS is a
role, which defines the character the learner is
participating as during the scenario. Fifth is the
scenario operations, which lay out all of the tasks the
learner needs to complete in working towards the
mission goal. The sixth characteristic is resources,
which provide learners with additional information
they needto accomplish their mission goal. Lastly, the
seventh instructional characteristic is feedback, which
is given to the learner in anyof three following ways as
they complete the scenario. First, they can receive
feedback as a direct consequence of an action they’ve
taken or a decision they’ve made. Second, a coach or
instructor can deliver feedback to the learner. Finally,
feedback can be delivered in the form of relevant
stories with similar experiences and learning outcomes
(Reigeluth, 1999).
Within a GBS, the roles of the instructor and the
learner are well defined. The primary job of the
instructor is to design the scenario, and then to
explain it to the learners. One critical aspect for the
instructor when explaining the scenario is that in
order for the learner to be successful, they need to
make sure to motivate them. The more engaged the
learner is, the more successful they are at achieving
the goal. The role of the learner, on the other hand, is
to drive their own learning by doing. The learner
needs to explore options and test solutions, acquiring
new skills along the way to achieving thegoal.
Who is doing it?
Goal-based scenarios can be used in a multitude of
educational settings, including both academia and
business. One such example from academia describes
Bill Purves, a Professor of Biology at Harvey Mudd
College. Roger Schank encouraged Professor Purves
to take a look at the skills a professional biologist
needed to be successful, and then to create a GBS
supporting the cultivation of those skills. Together,
they created a scenario in which the student needed to
develop a way to make bacteria produce insulin which
would be then administered to a diabetic patient
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Goal-Based Scenarios
(Schank, 1992).
Another example of a GBS is from the National
Museum of Wildlife Art. In this example, learners
write original stories using museum art as illustrations
and inspiration for their stories. While they use these
pieces as part of the story, they are responsible for
creating their own interpretations. They are also given
a specific role from which the narrative is written,
which allows them to learn about the artwork from the
context of that particular role. The goal of this scenario
is to learn more about the artwork and to understand it
in context (Schaller et al., 2001).
While these examples are vastly different, such is the
scope of use cases for goal-based scenarios.
How effective is it? Just like any training course, the effectiveness ofgoal-
based scenarios often depends on the situation in
which it is being used. However, when correctly
employed, educational technology studies have shown
that learning is often considerably enhanced in such
real-worldenvironments.
Additionally, this research supports the concept thatrole-
playing in such real-world environments encourages
learners to practice and internalize skills that they can
eventually transfer into everyday situations (Kaufman &
Sauvé, 2010).
It is important to note that while the research supports
GBS as a successful and effective training solution,
there are a number of factors that can influence its
effectiveness. First and foremost, as mentioned
previously, it is critical for the instructor to not only
explain the scenario, but also motivate and engage the
learners. If the learners are not fully immersed in the
scenario and in achieving the goal, the GBS’s
effectiveness diminishes considerably. Another factor
that can influence effectiveness is the scenario itself. If
the scenario is not grounded in reality and authentic
context, it will most likely not resonate with learners.
Thus, learners will not be engaged or motivated to
achieve the goal. One additional factor that can
possibly influence effectiveness is the level of
involvement from the instructor.
The learning in a goal-based scenario needs to be
primarily learner-driven. If the instructor is too
heavily involved in hand- holding the learners, it is
easy for the learners to become disengaged and
unmotivated. The intrinsic motivation of the learners
driving themselves towards a solution cannot be
forgotten, and this can significantly impact the
effectiveness of a goal-based scenario.
What are the implications for instructional design?
With the advancements in technology over the last
several decades, the field of instructional design has
benefited greatly. While traditional brick and mortar
classroom settings can never be eliminated,
technology has allowed instructional designers to
create unbelievably immersive learning solutions
across every imaginable industry. Goal-based
scenarios lend themselves perfectly to a technology-
supported solution, primarily because the learning is
almost entirely learner-driven. Technology can allow
the learner to take on multiple roles and make
decisions easily and seamlessly, without being
confined to a classroom. This encourages learning to
take place anywhere and everywhere, which opens up
a whole new world of possibilities for real-world and
authentic learning.
Scenario
Many organizations are currently very concerned
about cyber security, and multi-family housing
real estate investment trusts (REITs) are no
different. Hackers know that REITs have a digital
treasure trove of resident and employee
information (e.g. credit card numbers, social
security numbers, tax information, etc.) stored on
their networks. In response to the imminent data
threat, the IT department in one particular national
REIT sent out a number of fake phishing emails
trying to gauge the organization’s susceptibility to
a cyber-attack, and the results were appalling.
Employees willingly shared their intimate
personal information (e.g. social security
numbers, computer passwords, etc.); information
which a hacker could use to cause major damage
both for the individual and for the organization.
As a result, it became evident that a significant
training effort was necessary. A goal-based
scenario computer based training course was
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CLE PEDAGOGY BRIEF NOVEMBER 2015
Goal-Based Scenarios
chosen as the most effective way to reach the
employees and emphasize the importance of
data security.
The scenario requires employees to perform a
number of tasks and make choices based on
problems that arise in order to protect the
organization from a series of damaging cyber-
attacks. These problems range anywhere from
locking their computer when they leave to go
to lunch, to adjusting privacy settings on their
social media pages. The scenario is designed
for employees to complete it individually,
since it is each employee’s responsibility to
keep themselves and organization secure. As
they progress through the scenario, they
receive real-time feedback on their choices.
They are not able to move forward in the
scenario without completing a task and
proving that they understand the concept being
discussed at that point in time.
By the time the employee completes the
course, they should be well versed in the
different methods hackers can use to access
information, as well as how to prevent such
attacks. They are of course assessed along the
way during the scenario, but there is an
additional layer of assessment following
completion of the course. The IT department
again sends out fake phishing emails to the
organization at random intervals in the months
following course completion. This gives them
the ability to evaluate the effectiveness of the
cyber security goal-based scenario in teaching
employees to maintain a high level ofdata
security, even after training has concluded.
CLE PEDAGOGY BRIEF NOVEMBER 2015
Goal-Based Scenarios
References
Abelson, R. P., Schank, R. C., & Langer, E. J. (1994). Beliefs, reasoning, and decision making: Psycho-logic in honor of Bob
Abelson. Hillsdale, N.J: L. Erlbaum.
Ertmer, P., & Newby, T. (2013). Behaviorism, cognitivism, constructivism: Comparing critical features from an
instructional design perspective. Performance Improvement Quarterly, 1(2), 43-71. Retrieved from
http://dx.doi.org/10.1002piq.21143
Kaufman, D., & Sauvé, L. (2010). Educational gameplay and simulation environments: Case studies and lessons learned.
Hershey, PA: Information ScienceReference.
Reigeluth, C.M. (1983). Instructional design theories and models: An overview of their current status. Hillsdale, NJ:
Lawrence Erlbaum Associates.
Schaller, D. T., Allison-Bunnell, S., & Nagel, S. (2001). Developing goal-based scenarios for web education. Retrieved from
http://www.eduweb.com/goalbasedscenarios.html
Schank, R. C. (1992). Goal-based scenarios. Technical Report #36. Evanston, IL: The Institute for the Learning
Sciences, Northwestern University. Retrieved fromhttp://cogprints.org/624/1/V11ANSEK.html
CLE PEDAGOGY BRIEF
Goal-Based Scenarios
What is it? Roger Schank (1994) observed that young children are
natural learners, but all their learning is associated with
a goal. Children want to go places, therefore they learn
to walk, and they tolerate much failure in the process.
They want to communicate, so they learn to talk, and
they keep refining this skill over many years. This kind
of personal goal has much more motivating power than
learning a seemingly random assortment of skills to
earn a grade. Shank proposed a pedagogical model
where scenarios are constructed around meaningful,
authentic goals, and these goals would require the
target skills to be learned as a necessary step. He called
this model Goal-Based Scenarios. These scenarios
feature learners as active participants in constructing
both their knowledge and the methods by which the
goal is achieved. Schank proposes that Goal-Based
Scenarios is a pedagogy that can “provide motivation,
a sense of accomplishment, a support system, and a
focus on skills rather than facts.”
This constructivist model builds on the concept of
Situated Learning (Lave & Wenger, 1991) in that
learning objectives are situated in the context in which
they are used in the “real world.” However, Goal-Based
Scenarios is distinct from situated learning in the
presence of the titular goal; there is an overt objective
that is driving the learning, which may be absent in a
situated learning environment.
How does it work?
A Goal-Based Scenario consists of four components:
Mission, Mission Focus, Cover Story, and Scenario
Operations (Schank et al, 1994). The mission is the
goal the learner is trying to accomplish, and it should
be broad enough to entice a number of different
activities. Most critically, it should be relevant and
meaningful to the learner; no one mission will be
meaningful to everyone. The mission focus describes
the kinds of activities that the learner will need to
undertake in order to complete the goal. The four kinds
of mission focus are explanation, control, design, and
GEORGE MASON UNIVERSITY
KATELYN SCHREYER
discovery. The cover story is the scenario that is built
up around the goal, to explain why the learner is
pursuing the goal and define its context. For example,
the cover story may include the background of a town
with a polluted water supply, and it will also establish
the learner as taking on the role of an expert consultant
to solve the problem. The scenario operations are the
actual activities that the students will undertake in
the process of achieving the goal.
In a Goal-Based Scenario, the instructor designs and
explains the goal, with special care to create a goal
that learners will engage with and become motivated
to solve. A Goal-Based Scenario should have many
viable solutions, which the learners will spend time
exploring, and the skills that the instructor intends to
teach should be aligned to the goal such that students
will simply have to learn that skill, among others, on
the way to completing the goal. The instructor must be
sensitive to the interests of the learners, and design
each Goal- Based Scenario to appeal to them, with the
knowledge that no one scenario will be of interest to
all students.
Who is doing it?
Goal-Based Scenarios can be used effectively in a
wide variety of formal and informal educational
settings and all educational levels, ranging from K-12
to workplace training and professional development to
informal learning environments such as museums.
With some imagination in designing the scenario, the
model can be used to almost any skill.
To provide some examples, the model has been used
to teach financial accounting practices to MBA
students by placing them in the role of a bank manager
evaluating lending deals (Foster, 1995), and to teach
about Sickle Cell Anemia and about health- care
counseling to museum visitors of all ages (Bell, et al.,
1994). It has been used to teach a government-
mandated ethics program to high school students in
Japan (Umeda, et al., 2012), and to teach
undergraduates in a computer science program how to
select computer equipment and components based on
user requirements (Beriswell, 2014). It has also been
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Goal-Based Scenarios
used in a computer-based environment to teach about
the Central Limit Theorem to students in a statistics
class (Hsu & Moore, 2010).
How effective is it?
Goal-Based Scenario are, when correctly implemented,
a highly engaging and effective instructional approach.
Zumbach & Reimann (1999) conducted a study
comparing a computer based GBS, a computer-based
rote drill program, and a hypertext environment
covering the same material. Students grasp of basic
facts was best in the drill program, but Schank (1994)
argues that memorization of facts isn’t as significant a
learning outcome as mastery of skills. Along those
lines, this study showed that participants in the Goal-
Based Scenario group had better structural knowledge
of the target activity than the other two groups, and the
Goal-Based Scenario group showed better
argumentation in their discussion of the activity later.
Most interestingly, both the drill and hypertext group
showed a distinct drop in intrinsic motivation that did
not manifest in the Goal-Based Scenario group.
Furthermore, Goal-Based Scenarios have been shown
to be effective for all students, regardless of ethnicity,
gender, or prior coursework (Schoenfeld-Tacher, Jones,
& Persichitte, 2001), so this use pedagogical model is
an opportunity to minimize the achievement gap.
Research has also shown when GBS’s are designed
with Cognitive Load Theory in mind, motivational and
academic outcomes are further improved (Kilic &
Yildirim, 2012).
What are the implications for instructional design?
Goal-Based Scenarios are ideal for teaching skills, and
are less suited to teaching a corpus of facts for
memorization. Furthermore, because the model centers
on learning by doing, the target skill must be one that
students can reasonably do, or that can be adequately
reproduced in a simulator. For example, Goal-Based
Scenarios are a poor choice for the skill of learning how
to operate a nuclear reactor, as the cost of failure is
extraordinary. Likewise, the skills of avionics and
navigation for an aircraft would only fit into the Goal-
Based Scenarios model with the extensive use of
simulators prior to or entirely in place of flying an
actual aircraft.
Multiple learning technologies can benefit from this
model. Most notably, almost all video games are goal-
based scenarios, although they are not all educational in
nature. This indicates that to develop an effective
educational video game, the designer should keep the
design criteria of Goal-Based Scenarios in mind.
Simulations can also benefit from incorporating Goal-
Based Scenarios to ensure that the learners can
contextualize the skills the simulation is designed to
teach.
Goal-Based Scenarios are particularly helpful to teach
skills that learners would have trouble contextualizing
or appreciating the utility of if the skills were learned
in a rote fashion. The motivating aspect of these
scenarios can be useful for teaching skills that are in
and of themselves “boring,” especially when removed
from an authentic context, such as arithmetic.
Scenario
Ms. Jones is a computer science teacher at a high
school, and she is teaching a unit on internet skills.
She wishes to her students to learn how to use
HTML, CSS, FTP, and how these basic building
blocks of the internet work. Notably, her focus is
that students learn to use these tools in an authentic
and meaningful way, not that they memorize facts
about them.
She designs a Goal Based Scenario where the
students will act as designers and producers of their
own websites. The mission is for the student to
create a website on a topic of their choice. The
mission focus is on the design of a website. The
cover story that she constructs for her students is
that they are website developers creating a site to
disseminate information about a given topic, with
example topics given as a popular video game,
book, or TV show. The scenario operations inherent
in this scenario are: encoding desired content in
HTML, applying formatting controls in CSS, using
FTP and provided website to publish the site, and
writing and compiling the website content.
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Goal-Based Scenarios
Ms. Jones prepares a resource library including
HTML and CSS reference materials, completed
exemplars with visible source code, and a method
by which an expert may be consulted.
Additionally, she instructs her students to begin by
sketching their site on paper before they begin
c o d i n g .
As each student begins building their site, they will
have to identify what kind of content they want to
include and how they want to display it. As they
make these design choices, the students will have
to identify similar features in the exemplar sites
and reverse engineer how these features were
created. The students will struggle with the HTML
and CSS to get the site to appear the way they
want it to. They will have to upload their site to
provided web hosting via FTP to see if it works
and renders correctly in a variety of browsers.
Because the end goal is one that students are
passionate about, they are more likely to continue
working after setbacks and failures.
The students will also create content for the
website that contains the information about their
topic that they wish to convey. The content may
undergo several iterations as students decide to
break up content onto several pages or consolidate
it into fewer pages. As content changes, the
students must also iterate on the design of the
website, re- visiting the HTML to reflect the
structural changes.
Students work on the website during their hour-
long class period and as homework during the
week-long unit. With Ms. Jones’ facilitation,
students may collaborate and share what they have
learned about how to achieve certain effects or
solutions to common problems.
When the projects are finished, they are published
to the internet where anyone can visit them. Some
students may continue to add new content to the
website after the unit ends.
CLE PEDAGOGY BRIEF NOVEMBER 2015
Goal-Based Scenarios
References
Bell, B., Bareiss, R., & Beckwith, R. (1994). Sickle cell counselor: A prototype goal-based scenario for
instruction in a museum environment. The Journal of the Learning Sciences, 3(4), 347-386.
Beriswill, J. E. (2014). Design Process of a Goal-Based Scenario on Computing Fundamentals.
TechTrends, 59(6), 15-20.
Foster, D. A. (1995). FRA: Teaching financial accounting with a goal-based scenario. International Journal
of Intelligent Systems in Accounting Finance & Management, 4(3). 173-189.
Hsu, C. Y., & Moore, D. R. (2010). An example implementation of Schank’s goal-basedscenarios.
TechTrends, 54(1), 58-61.
Kilic, E. & Yildirim, Z. (2012). Cognitive load and goal based scenario centered 3D multimedia learning
environment: Learners' motivation, satisfaction and mental effort. Journal of Educational Computing
Research, 47(3), 329-349.
Lave, J. & Wenger, E. (1991). Situated learning: Legitimate peripheral participation. Cambridge,
England: Cambridge University Press.
Schank, R. (1994). Goal-based scenarios: A radical look at education. The Journal of the Learning Sciences,
3(4), 429-453.
Schank, R., Fano, A., Bell, B. & Jona, M. (1994). Design of goal-based scenarios. The Journal of the
Learning Sciences, 3(4), 305-345.
Schoenfeld-Tacher, R., Jones, L. L., & Persichitte, K. A. (2001). Differential effects of a multimedia goal-based
scenario to teach introductory biochemistry--Who benefits most?. Journal of Science Education and
Technology, 10(4), 305–317.
CLE PEDAGOGY BRIEF
Problem Based Learning
What is it? Problem-based learning (PBL) is a student-centered
pedagogical model where students learn content
through the experience of solving authentic, real world
problems. First developed in medical education in the
1950s, problem-based learning was conceived and
implemented in response to the unsatisfactory clinical
performance of students’ biomedical knowledge in
medical school. Medical schools traditionally taught
doctors by requiring them to memorize large amounts
of information and then apply the information in
clinical situations. This approach did not fully prepare
doctors for the real world where some patients might
show multiple symptoms of a type of sickness while
with others might not be able to identify their
symptoms at all. Although students memorized basic
medical information for tests in their courses, they did
not know how to apply the information to real-life
situations and forgot it quickly. Howard Barrows, a
physician and medical educator at McMaster
University in Hamilton, Ontario, Canada, wanted to
develop methods of instructing physicians that
fostered their own capabilities for reflection outside of
school in ordinary life. Barrows designed a series of
problems that went beyond conventional case studies.
He didn't give students all the information but required
them to research a situation, develop appropriate
questions, and produce their own plan to solve the
problem.
Rooted in Dewey’s theory of learning by doing and
experiencing, Barrows defined this new method,
problem- based learning, as “the learning that results
from the process of working toward the understanding
or resolution ofa problem” (Delisle, 1997). Problem-
based learning is active learning which enables
students to acquire knowledge while trying to solve
real world problems. The problem based learning
model of Barrows has been adopted in an increasing
number of other areas ofeducation.
GEORGE MASON UNIVERSITY
SAKON KIEH
How does it work? Problem-based learning reverses the traditional
approach to teaching and learning. It allows students
to work collaboratively in order to investigate and
solve an ill structured problem, based on real world
issues, where previous knowledge of the content is
not required. The problem drives all learning. It
frames the learning process for students and provides
the purpose for learning. The idea is to teach students
to learn how to learn. By having tosolve problems,
students practice learning rather than merely
memorizing. Students are placed at the center of the
learning process; instead of the teacher, who is
generally at the forefront, dictating the lesson. PBL
represents an educational approach where the
problem comes first and learning is conducted in
context. The aim however is not primarily to solve
the problem, but rather to get students to identify and
search for the knowledge that they need to obtain in
order to approach the problem. There are several key
features of problem-based learning.
Ill-structured problem-which is ill-defined,
open ended, and complex. There are one or
more unclear or unknown elements. Ill-
structured problems can consist of multiple
solutions, solution paths, or no solutions at
all.
Student centered-the instructor’s traditional
role changes. The instructor does not dictate
the learning; instead takes on the role as a
coach/tutor; facilitating and guiding the
student’s thinking and learning versus front
loading the information to students.
Students learn the content as they
address aproblem.
Self-directed-students assume responsibility
for their learning. They take ownership of
their learning process
through self and peer assessment and access
their own learning materials.
Self-reflective-learners adjust their strategies
for learning by monitoring their
understanding.
Collaborative-students work together in
groups of three to eight. There is a shift from
individual knowledge and control to group
knowledge and group control. Within
groups, students generate and test
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Problem Based Learning
hypothesis, create learning goals, and
possible solutions.
Who is doing it? In addition to the medical field, the adoption of
PBL is also implemented in other educational
institutions such as architecture, business
administration, engineering studies, law schools,
social work, teacher education, higher education,
and K-12 education. PBL students in architecture,
chemical engineering and engineering studies
solve design problems (Jonassen & Hung, 2008).
PBL curriculum significantly enhanced
engineering students’ performance on the
Mechanics Baseline Test, in which the focus of
the test wason understanding and application of
the concepts rather than recall of factual
knowledge (Hung, Jonassen, & Liu, 2008).
Nursing, social work, and teacher education students
primarily deal with diagnosis-solution problems
(Jonassen & Hung, 2008). Business administration and
leadership education focus on decision-making and
policy analysis problems (Jonassen & Hung, 2008). In
law schools, PBL students learn toconstruct arguments,
based on evidentiary reasoning, to solve a complex
form of rule-using problems. PBL transfers
the active role in the classroom to students through
problems that connect to their lives in the field and
procedures that require them to find needed
information, think through a situation, solve the
problem, and develop a final presentation. As PBL
continues to migrate to other academic disciplines,
instructors need to consider the nature of the problems
being solved and how effective PBL methodologies are
for those kinds ofproblems.
How effective is it? The problem-based learning model turns the student
from passive information recipient to active self-
learner and problem solver. It slides the emphasis from
teaching to learning. PBL enables students to learn
new knowledge through the problems to be solved
instead of dictating content. Problem-based learning
positively affects the attitudes of students in relation to
problem solving, thinking, collaboration, information
sharing and acquisition and communication. It also
enables students to see events from multiple
perspectives. Students develop problem solving skills
and are encouraged to learn new materials and
concepts when solving problems. Social and
communication skills are also enabled because
students are required to study and work as a team.
Students who are taught through PBL become self-
directed learners with the desire to know and learn the
ability to formulate their needs as learners, and the
ability to select and use the best available resources to
satisfy theirneeds.
What are the implications for instructional design? Problem-based learning is not universally applicable
to different learning problems. The primary goal of
PBL is to enhance students’ application of
knowledge, problem solving, and self-directed
learning skills by requiring them to actively
articulate, understand, and solve problems (Jonassen
& Hung, 2008). PBL is problem focused, where
learners begin learning by addressing an authentic
problem. The subject matter content and skills to be
learned are organized around problems, rather than as
a hierarchical list of topics. There is a reciprocal
relationship between knowledge and the problem
(Jonassen & Hung, 2008). Learning is stimulated by
the problem and applied back to the problem.
Problem-based learning is a great way for instructors
to develop students’ intrinsic interest in the subject
matter, emphasize learning as opposed to recall,
promote collaborative learning, and help students
become self-directed learners. According to a follow-
up qualitative meta-synthesis of problem-based
learning research conducted by Strobel and van
Barnveld (Jonassen, 2011), PBL resulted in superior
long term retention, satisfaction, and skill of students
and teachers compared to the traditional approaches,
such as lecture which was more effective for short-
term retention (Jonassen, 2011). The appropriate
technology to present learning problems, aswell as,
tools to facilitate electronic communication such as
discussion boards, wikis, blogs, etc.) and access to
Web-based resources can also play a major role in
enhancing students’ problem solving skills. These
tools are integral for learning through PBL and
moreover to prepare students for problem solving and
21st Century Learning.
CLE PEDAGOGY BRIEF NOVEMBER 2015
Problem Based Learning
Scenario
During the first half of the 20th century, U.S.
armed forces used Kahoolawe, an island in the
Hawaiian chain, as a target for gunnery and
bombing practice. After World War II, it was
returned to the stewardship of the state of Hawaii.
As a middle school teacher, you think this scenario
would provide an excellent opportunity for your
students to understand the interdependencies of
ecology and human activity. By assuming the
responsibility the government had, “to restore the
island of Kahoolawe for use by the Hawaiian
people,” students will enhance their skills in
several domains, including science, community
planning, team building, and problem
management. Extensive data on the Web and in
various media are available for students to use;
however, there is no one correct or ideal solution.
You decide to implement this scenario in your
classroom as follows.
Students will be grouped into multidisciplinary
teams. Each team member will have a different
role and responsibility and may collaborate with
members of other teams charged with a similar
role. Team members will research, problem
solve, collaborate, and develop a comprehensive
island restoration plan. Each team will present its
conclusions and justify its findings. Restoration
plans must include provisions for infrastructure,
human services, business enterprises, and
ecological sanctuaries. To ensure students can
effectively transfer their skills to new contexts,
you will “move the exercise” into a different
geographic location— either to Prince William
Sound, Alaska, after the Exxon Valdez oil spill,
or to the overlogged tropical forests of Costa
Rica.
CLE PEDAGOGY BRIEF NOVEMBER 2015
Problem Based Learning
References
Delisle, R. (1997). How to use problem-based learning in the classroom. Alexandria, VA: Association for
Supervision and Curriculum Development.
Emanovský, P. (2015). Problem-based learning and its effect on learners’ relationships. Problems of
Education in the 21st Century, 63, 53 - 61.
Hung, W., Jonassen, D. H., & Liu, R. (2008). Problem-based learning. In J. M. Spector, M. D. Merrill, J. van
Merrienboer, & M. Driscoll (Eds.), Handbook of research on educational communications and technology
(3rd ed). New York, NY: Routledge.
Jonassen, D. H., & Hung, W. (2008). All problems are not equal: Implications for problem-based learning.
Interdisciplinary Journal of Problem-Based Learning, 2(2).
Jonassen, D.H. (2011). Learning to solve problems: A handbook for designing problem-solving learning
environment. New York, NY: Routledge.
Tandogan, R. O., & Orhan, A. (2007). The effects of problem-based active learning in science education on students'
academic achievement, attitude and concept learning. Online Submission, 3(1), 71-81.
CLE PEDAGOGY BRIEF
Problem Based Learning
What is it? Problem-based learning (PBL) is a student-centered
pedagogical model, which assumes that students
working in groups of four to six learn about the
subject through the experience of solving a real-world
ill structured problem that may have multiple solutions
and/or solution paths. “In problem based learning
students use ’triggers ‘from the problem case or
scenario to define their own learning objectives.
Subsequently they do independent, self- directed study
before returning to the group to discuss and refine
their acquired knowledge. Thus, PBL is not about
problem solving per se, but rather it uses appropriate
problems to increase knowledge and understanding.”
(Wood, 2003). PBL is a pedagogical model that is part
of constructivist learning environment. Major goals of
PBL are to help students develop collaborative
learning skills, reasoning skills, interpersonal and
communication skills, and self-directed learning
strategies (Barrows, 1985). Each PBL study group has
a teacher who acts as a mentor and coach by
facilitating the problem-solving process and providing
appropriate resources. (Bannan & Dabbagh, 2005).
The teacher no longer lectures — when PBL is
integrated into the course, students are encouraged to
take a responsible role in their learning. The teacher is
not the only source of information and knowledge.
Students must take the initiative to inquire, find the
information, and learn. The teacher guides, providing a
scaffolding for students' initiatives. What students
learn during their self-directed learning is applied back
to the problem with reanalysis and resolution
How does it work? Project-based learning is a complex pedagogical model,
which requires a lot of preparation and planning. The
main steps of PBL implementation from the teacher’s
side described in “How Does Project-Based Learning
Work?” (edutopia.org) are: 1. Formulate the essential
question (open-ended, ill structured, and based on real
world authentic situation); 2. Design a lesson plan
(activities that support the question and motivate the
students, resources that are available, integration of
related topics, and themes); 3. Create a timeline (length
of the project, benchmarks, milestones, supporting
GEORGE MASON UNIVERSITY
EVGENIY LEKAREV
students with time management); 4. Monitor the
students (control over the project without preventing
students from taking responsibility for their work; help
with collaborative work; resources and “scaffolding”);
5. Assess the outcome (including students’ self-
assessment); 6. Evaluate the experience (including
individual and group reflection). At the same time,
Hmelo-Silver (2004) describes the learning cycle from
the students’ perspective: After presenting a problem
scenario, students formulate and analyze the problem
by identifying the relevant facts from the scenario,
identifying knowledge deficiencies, and generate
hypotheses about possible solutions. Knowledge
deficiencies become what are known as learning
issues that students research during their self-directed
learning. After research and learning new facts,
students apply their new knowledge to the essential
problem, reanalyze the scenario, and evaluate their
hypotheses about possible solutions. After a group
discussion, the groups make corrections to the initial
hypotheses and then provide their solution to the
teacher. Students also reflect on their individual and
group experience and receive feedback from the
teacher.
Who is doing it? American psychologist, philosopher and educator John
Dewey in 1894 founded the experimental school in
Chicago where education was based not on the
curriculum, but on games and work projects. Those
ideas are the foundation for problem-based learning.
PBL as we understand it now was introduced in the
medical school program at McMaster University in
Hamilton, Ontario, Canada in the late 1960s by
Howard Barrows and his colleagues. McMaster
University Medical School came up with an
instructional format that used realistic medical
problems that physicians have to deal with.
Introducing “problems” in a course was not the
innovative element here, but rather the moment that
students were presented with these problems, namely
as the starting point of the learning process before any
other curriculum input (Barrows, 1996). The term
“problem-based learning” was first used in McMaster
University Medical School. Since then, PBL has been
implemented in numerous programs across many
domains and at many educational levels on a world-
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Problem Based Learning
wide scale (Barrows, 1996). Nowadays the PBL
pedagogical model is implemented in legal and
financial education, educational administration,
business, educational psychology, engineering,
chemistry, and K-12 education. In Eastern Europe
problem‐based instruction is used in mathematics and physics for school-aged and university students.
How effective is it? Problem-based learning has been in existence for over
50 years and it has proven its effectiveness in medical
education. Nowadays it is used in a variety of different
disciplines and its effectiveness in different areas is still
under discussion. As any other pedagogical model it has
its advantages and disadvantages therefore the
effectiveness of PBL may vary. Some researchers
showed that traditional knowledge-based assessments
of curriculum outcomes have shown little or no
difference in student graduation from PBL or traditional
curricula.
However, students from PBL curricula seem to have
better knowledge retention (Wood, 2003). The
research conducted by Johannes Strobel and Angela
van Barneveld (2009) where they compared PBL
effectiveness vs. traditional approaches showed that
overall, students and staff indicated greater
satisfaction with the PBL approach to learning.
Standardized tests that measured knowledge of basic
science focusing on short-term acquisition and
retention favored the traditional approach across all
studies. However, when the method used to assess
basic science knowledge required a level of elaboration
beyond multiple-choice or true/false questions, results
significantly favored the PBL approach. Standardized
tests and other assessment methods that evaluated
skill-oriented application of knowledge, mixed
knowledge and long- term retention of knowledge,
skills, and clinical performance significantly favored
PBL. In addition, PBL instruction was effective when
it came to long-term retention and performance
improvement. PBL students were overall slightly
under-performing when it came to short-term
retention. Ultimately, the goal of PBL instruction
should be performance improvement and long-term
retention. Therefore, preference should be given to
instructional strategies that focus on students’
performance in authentic situations and their long-
term knowledge retention, and not on their
performance on tests aimed at short-term retention of
knowledge (Strobel & van Barneveld, 2009). Of
course, effectiveness of PBL is highly dependable on
quality of the scenarios. What types of scenarios
(problem types) are effective for PBL is
discussed in the next paragraph.
What are the implications for instructional design?
Effectiveness of PBL as an instructional methodology
is different with different learning problems. What
factors should be considered by a teacher or
instructional designer in order to make PBL curricula
more effective? Jonassen and Hung (2008) suggest that
a better way to resolve these questions is to directly
compare the effectiveness of PBL by problem type,
rather than problem discipline. Problem difficulty
plays a significant role in the process of creating PBL
curricula. Students’ perceptions of problem difficulty
affect their willingness to engage with problems — a
problem with an appropriate difficulty level is within
learners’ cognitive readiness and therefore solvable,
while a high difficulty level of problem may exceed the
learners’ readiness and result in failure. Very well-
structured problems, like story problems, may not be
appropriate for PBL. Similarly, very ill-structured and
complex problems (design problems) may be too
difficult to learn in a PBL environment. According to
Jonassen and Hung (2008) general principles for
designing good PBL problems should be:
• “open ended, ill structured, however, with a
moderate degree of structure;
• complex, however, the degree of complexity
should be challenging and motivating,
engaging students’ interests; provide
opportunities for students to examine the
problem from multiple perspectives or disciplines;
• adapted to students’ prior knowledge; • adapted to students’ cognitive development and
readiness;
• authentic;
• contextualized as to students’ future or potential
workplaces” (p.16).
The technologies that work best for PBL are
anchor video and interactive video games.
CLE PEDAGOGY BRIEF NOVEMBER 2015
Problem Based Learning
Scenario Yakov Rasin is an 8th-grade physics teacher. They are
about to start a new topic — uniformly accelerated
motion. The topic is very important for future study
and the students have to know the formula for
uniformly accelerated motion by heart in order to be
successful. Based on his previous experience Rasin
knows that students have a hard time remembering the
formula that was presented to them during class. He
decides to use a problem- based learning scenario in
order to introduce the new topic. The PBL scenario
Rasin came up withis:
“What would be the most efficient way (time-wise)
to travel from Moscow to Tver by car:
1. Nonstop driving with an average speed of
80 km per hour or 2. With two stops for fueling and snacking
with a maximum speed of 100 km per hour (each
stop takes 5 min; car goes from 0 to 100 for 13 sec
and from 100 to 0 for 30 sec?”
While solving the problem students will be able to
derive the formula themselves and Rasin knows that
retention of this type of knowledge is much higher.
The challenge for Rasin is to present the problem
open-ended with appropriate level of structure. Even
though problems in physics are usually well-
defined, Rasin knows that everything is relative and
a well- defined problem for a teacher of physics may
appear ill- defined for his students. In addition, tasks
in physics are more likely to have one correct
solution; however, the deriving formula for
uniformly accelerated motion has multiple paths
(algebraic and graphic) even considering students’
limited prior knowledge. Moreover, working on a
problem scenario students will be able to activate
prior knowledge, review the important parts of the
curricula and more importantly, will learn valuable
skills of collaboration and independent learning
research. The process of deriving a formula for
uniformly accelerated motion requires knowledge in
different domains such as algebra, geometry,
trigonometry, geometry, and physics. The students
already possess all necessary knowledge in these
domains (vectors, exponentiation, rooting, function
of cosine, angle, and uniform velocity motion).
Therefore, they will not need much help from the
teacher. The only help they might need is in the
direction of thinking and understanding that, in order
to solve the presented problem, they will need to
comprehend a new notion — acceleration.
CLE PEDAGOGY BRIEF NOVEMBER 2015
Problem Based Learning
References
Barrows, H. S. (1985). How to design a problem-based curriculum for pre-clinical years? New York, NY:
Springer
Barrows, H. S. (1996). Problem-based learning in medicine and beyond: A brief overview. In L. Wilkerson & H.
Gilselaers (eds.), Bringing problem-based learning to higher education: Theory and practice. San
Francisco, CA: Jossey-Bass Inc.
Dabbagh, N., & Bannan-Ritland, B. (2005). Online learning: Concepts, strategies and application. Upper Saddle
River, NJ: Prentice Hall.
Hmelo-Silver C. E. (2004). Problem-based learning: What and how do students learn? Educational Psychology
Review, 16(3), 235-266. Retrieved fromhttp://www.jstor.org/stable/23363859
How does project-based learning work? (2007, October 19). Retrieved fromhttp://www.edutopia.org/project-
based-learning- guide-implementation.
Jonassen, D. H., & Hung, W. (2008). All problems are not equal: Implications for problem-based learning.
Interdisciplinary Journal of Problem-Based Learning, 2(2). Retrieved from
http://dx.doi.org/10.7771/1541-5015.1080
Loyens, S. M., M., Kirschner, P. & Paas, F. (2011). Problem-based learning. In K. R. Harris, S. Graham & T.
Urdan (Eds.), APA Educational Psychology Handbook, 3. Washington: American Psychological
Association. Retrieved from http://ro.uow.edu.au/edupapers/1235/
Strobel, J., & van Barneveld, A. (2009). When is PBL more effective? A meta-synthesis of meta-analyses
comparing PBL to conventional classrooms. The Interdisciplinary Journal of Problem-Based
Learning, 3(1), 44-58. Retrieved from http://teacherscollegesj.edu/docs/47-
WhenisPBLMoreEffectiveetasynthesisofMetaanalysesCom_1226201292924.pdf
Wood D.F. (2003). ABC of learning and teaching in medicine: Problem based learning. BMJ: British Medical
Journal, 326(7384), 328-330. Retrieved fromhttp://www.jstor.org/stable/25453619
CLE PEDAGOGY BRIEF
Problem Based Learning
What is it? Problem-based learning (PBL) is an instructional
methodology that is grounded on the theory of
constructivism which contends that individuals form
or construct much of what they learn and understand,
therefore learning and understanding is a function of
how the individual creates meaning from his or her
own experiences. This new approach to learning and
understanding got its roots in the works of Piaget,
Bruner and Goodman. As one moves along the
behaviorist-cognitivist- constructivist continuum, the
focus of instruction shifts from teaching to learning,
from passive transfer of facts and routines to the active
application of ideas to problems (Ertmer 1993). PBL
came about as a reaction to the failure of traditional
teaching methods of delivering adequate preparation
of medical students to solve problems in a clinical
environment. Instead of requiring students to master
content in non- specific environments, it began
embedding students’ learning processes in real-life
problems. It takes into consideration that when we
solve the primary problems that we encounter day in
and day out,we learn. Discounting the belief that
learning ceases when one leaves formal education,
PBL posits that life is full of learning opportunities
since all life is problem solving. It takes into
consideration the theories of situated learning, which
states that learning is most effective when embedded
in authentic tasks that are anchored in everyday living.
When solving everyday problems, learners create
meaning derived from knowledge that is anchored in
specific contexts, making it more meaningful and
integrated, better retained, and more transferable. This
way problems provide a purpose for learning.
How does it work? The primary purpose of PBL is to promote learning
by requiring learners to solve problems. The learners
consider simulations of authentic, ill- structured
problems with the content and skills to be learned
embedded in the problem. Learners assume
responsibility, individually and collaboratively for
generating learning issues, and processes, through
self-assessments and peer assessments and access to
their own materials and use self- reflective techniques
to monitor their understanding and learn to adjust
GEORGE MASON UNIVERSITY
CANDIDO MENDES
strategies for learning. Students in groups offive
to eight analyze a problem by defining it, set learning
goals and determine what they already know, what
they need to learn to better equip themselves to solve
the problem, and decide on the activities to be carried
out by each member of the team. In a self-
directed mode, students complete their tasks to better
understand the problem and possible solutions and
prepare to rejoin the group. At a working session of
the group, students share their information, revisit
the problem, consider additional hypothesis while
rejecting others. Students consider problems such as
cases, narrative of complex, real world challenges
common to the discipline being studied, and become
active investigators and problem solvers in small
collaborative groups, defining theproblem, proposing
alternatives and solutions to be implemented.
Teachers act as facilitators of learning, acting as
guides to the process and creating a learning
environment that promotes learning through the
application of knowledge.
Their role is to support and model reasoning
processes, facilitate group processes, and
interpersonal dynamics, probe student's knowledge
deeply and never interject content or provide direct
answers to questions.
Who is doing it? Since its adoption by the medical community in the
1960s to train medical students, PBL made its way to
other disciplines like business, dentistry, health
sciences, law, engineering and education. In the 1980s,
the report of the Panel on the General Professional
Education of the Physician and College Preparation
for Medicine made the recommendation for changes in
medical education such as promoting independent
learning and problem solving, reducing lecture hours,
reducing schedule time, and evaluating the ability to
work independently. These recommendations helped
to expand PBL in medical education. In the 1990s
PBL expanded to other professional schools such as
architecture, business administration, chemical
engineering, engineering studies, law schools,
leadership, education, nursing, social work, and
teacher education. The implementation of PBL in K-
12 Education has shown positive results in a variety of
content areas like math, science, history,
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Problem Based Learning
microeconomics and it has been implemented
effectively in rural, urban and suburban communities
with a wide variety of populations. There is a growing
interest inboth K-12 and higher education as many
books have been published on this subject and there
are several Internet servers concerned with PBL. With
an emphasis in promoting critical thinking, problem
solving, and collaborative skills, PBL offers core skills
essential to navigate in today’s environment flooded
by information overload and constant change.
Research reveals that three major complaints that
employers have about college graduates includes poor
written and verbal skills, inability to problem solve,
and difficulties in working collaboratively with other
professionals. PBL can be a solution in all threeareas.
How effective is it? PBL is often perceived as favoring higher order
thinking and problem- solving skills rather than
memorization of facts. There’s research on the
effectiveness of PBL in the medical field, however the
K-12 lacks conclusive research results. Studies in
engineering show that students who studied under a
PBL curriculum scored higher on their Mechanics
Baseline Test, which focuses on understanding and
application of the concepts rather than the recall of
factual knowledge. Other studies revealed no
significant differenceexisted in content acquisition
between students that were in the PBL course and the
students that were not in the PBL course. The same is
not true for the medical field which has a rich body of
evidence for evaluating the effectiveness of PBL. In
several studies conducted to evaluate the effectiveness
of PBL, the PBL classes performed substantially better
on both the basic science and clinical science, with
traditional curriculum classes scoring significantly
lower than the national mean score. However, overall,
in accordance with two meta analyses done, the PBL
research findings have been mixed. Traditional
curriculum students perform better on basic science
acquisition, but PBL students perform better on clinical
knowledge acquisition and reasoning. As for
retention of content, traditional students score slightly
better in short term memory with PBL students
scoring higher in long-term memory. In terms of
critical thinking skills, the main promise of PBL, PBL
students showed significant increase in the use of
problem solving. PBL students also showed a positive
impact on student’s ability to apply basic science
knowledge and transfer and transfer of problem
solving skills to real world professional and personal
situations.
What are the implications for instructional design? PBL has been called the greatest innovation in
teaching methodologies in the last half a century. Its
overall goal to educate students to be self- directed,
independent, lifelong learners through observation of
teachers’ modeling problem solving, reasoning, and
metacognition processes, students learn how to think
and learn independently. Research data reveals that
PBL graduates rate themselves better prepared
professionally than their counterparts in terms of
interpersonal skills, cooperation skills, problem
solving skills, self-directed learning, information
gathering, professional skills and the ability to work
and plan efficiently and independently. This in turn
prepares them for real- world challenges. Employers
who hired PBL graduates had a lot of positive
feedback in regards to their ability of their self-
directedness and independence in solving work
related problems and improving professional
development. Several studies reveal students’
positive perception of PBL in promoting their
learning in dealing with complex problems. The use
of reflection is an important element of PBL
providing a framework for students to become
effective problemsolvers by exercising higher order
thinking skills to identify personal and organizational
factors that constitute the challenges they face in
work settings. PBL offers advantages to both
organizations and educational environments by
promoting lifelong learning habits of mind which are
indispensable qualities of successful professionals. In
a PBL environment students and teachers redefine
their roles. Teachers redefine the nature of learning,
and in turn change their roles from a
knowledge/information/transmitter to a
learning/thinking process facilitator. As facilitators,
they monitor students’ development of thinking or
reasoning skills that promote problem solving,
metacognition and critical thinking as well as help
them to become independent and self-directed
learners.
Students become the initiators of their own learning,
making the inquiries themselves, and conducting
problem solving themselves switching from passive
information receivers to active learners.
CLE PEDAGOGY BRIEF NOVEMBER 2015
Problem Based Learning
Scenario
Geritol Solution
Written by Deborah Allen. August, 1993; Revised
August, 1995.
John H. Martin, the director of the Moss Landing Marine
Laboratories, thinks the potential problem of global
warming could be addressed by dumping iron into the
ocean waters off Antarctica. He and his coworkers have
demonstrated that the amount of chlorophyll found in
ocean water samples collected (in 30 L bottles) from the
Gulf of Alaska can be increased up to nine-fold by the
addition ofiron.
When they repeated this fertilization experiment with
samples collected from a few hundred miles off the
Antarctic coast, he and his colleagues found that for every
unit of iron added to Antarctic sea water, the organic
carbon content increased by a factor of 10,000. Martin's
degree of confidence in his proposal is reflected in a
remark he (half-jokingly) made during a lecture at the
Woods Hole Oceanographic Institute: "Give me half a
tanker of iron and I'll give you an Ice Age."
Questions
□ What is the basis for Martin's premise that seeding
the ocean with iron would help combat potential
greenhouse warming?
□ What organisms found in sea water could account for
the increase in chlorophyll content and biological productivity that Martin and his research group
observed?
□ Why did Martin choose to add iron to the water, rather than some other substance?
□ Is global warming a reality? Has it actuallyhappened?
CLE PEDAGOGY BRIEF NOVEMBER 2015
Problem Based Learning
References
Allen, D. (1993, August 1). PBL: The Geritol Solution. Retrieved November 3, 2015,
from http://www.udel.edu/pbl/curric/bisc207
Ertmer, P. A., & Newby, T. J. (1993). Behaviorism, cognitivism, and constructivism: Comparing critical
features from an instructional design perspective. Performance Improvement Quarterly, 6(4), 50-72.
Jonassen, D. H., & Liu, R. (2008). Problem-based learning. Handbook of research on
educational communications and technology, 3, 485-506.
Jonassen, D. H. (2010). Learning to solve problems: A handbook for designing problem-solving
learning environments. NewYork, NY: Routledge.
Savery, J. R. (2015). Overview of problem-based learning: Definitions and distinctions. Essential
readings in Problem-Based Learning: Exploring and extending the legacy of Howard S.
Barrows. West Lafayette, Indiana: Purdue University Press.
CLE PEDAGOGY BRIEF
Problem Based Learning
What is it? Problem Based Learning (PBL) is an instructional model that initiates learning by working towards a solution to an authentic problem. While solving the problem, students construct content knowledge, develop problem-solving skills, and develop self- directed learning skills. Knowledge is constructed and constantly reorganized through reflection on actions based on a pattern of inquiry. The learning process is embedded in real-life problems.
Theoretical Grounding Problem-based learning is grounded in constructivism. The following assumptions created around constructivism apply themselves to problem based learning: • Knowledge evolves from the interactions
within our environment as well as interactions within the social environment.
• Learning results from cognitive conflict and determines the nature and organization of what is learned.
• Meaning and thinking are distributed among culture and community and thrive in relevant contexts.
Contemporary learning theories such as situated learning and cognitive apprenticeships share the same rationale for problem-based learning focusing on authentic contexts, and are implemented using anchored instruction and goal based scenarios.
History of PBL
The medical educators at McMasters University in Canada have been credited with the development of problem-based learning in the 1950s and 1960s (Boud, 1997). Throughout the 1980s and 1990s several other prominent medical universities around the world started to develop problem-based curricula. Problem- based learning was originally designed to fix the problems that arose from traditional teaching and learning for medical students in clin-ical settings. The problem-based learning model for instruction also spread to K-12 education; more specifically, in the subject areas of math andscience. Both fields of medicine and education wanted to solve the lack of problem-solving and life long-learning skills to ensure the future success of students.
GEORGE MASON UNIVERSITY
REBECCA SZYMANSKI
How does it work?
Instructional Characteristics The instructional characteristics of problem-based learning include, but are not limited to:
• Knowledge is acquired and evolves throughout the problem solving process.
• Learning is self-directed by assessing the learning of them-selves and others.
• Learning is self-reflective. Students self- monitor his or her own learning and make adjustments along the way.
• Learning is student-centered. • The facilitator acts as a tutor in order to guide
learners through the learning process.
Role of the Instructor When looking at the last two characteristics above, it is clear that problem-based learning is student- centered and the facilitator plays the role of a tutor, or coach. The facilitator does not directly give away answers, but instead guides learners toward achieving their own learning goals by providing feedback and supporting professional development. The two characteristics mentioned reveal that the role of the instructor is very minimal throughout the learning process, but is used as a means to facilitate group discussions advocate deep reasoning.
Structure of Implementation The typical structure of problem-based learning is broken down into several steps. This structure requires learners to use higher level thinking skills throughout the learning process and ultimately come up with a solution. Step 1(Ideas and Hypotheses): Learners are placed in groups of 5 to 8 and roles are defined for each member of the group. Learners then define the problem and setting learning goals. Step 2(Facts and Problem Information): Learners work on their specified tasks by collecting resources and conducting research using tools to help them solve the given problem. Step 3(Learning Issues): Learners share the knowledge they have gained so far, and add additional information, or reject information that does not help solve the problem. Step 4(Action Plan): The final step is for students to summarize the knowledge gained and integrate all learning that has occurred.
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Problem Based Learning
Who is doing it? Applications of PBL Problem-based learning has been found to be most prominent in the medical and business higher education programs, but ca in many other fields as well. Problem-based learning is starting to become more popular in the K-12 school and is also prevalent in engineering education as well. There are many different types problems used to facilitate problem-based learning for a variety learning purposes. According to Jonassen, there are eleven kinds problems, each differing in complexity, structure, context, dynamicity, and domain specificity (Jonassen, 2011). The following examples are current applications of problem-based learning,a description of how problem-based learning is being used
Medical Education Often times, when students enter medical school, they are divided into groups. Each group gets assigned a facilitator. Students are then presented with a problem, usually involving a patient entering with symptoms, and asked to come up with a diagnosis, a rational for the diagnosis, and a recommended treatment plan. Students are not provided with any resources to solve the problem, but instead students need to look for their own reliable resources using the medical library or use resources from an online database. The problem can take students anywhere from a week to three weeks to solve.
MBA Programs Business school programs use a similar application of problem- based learning as medical school. In the MBA program at Ohio University, problems are presented, students locate their own re- sources to solve the problem, and then students present their solu- tion. These problems may take between five and eight weeks for students to compose their solution, and may have sub-problems that keep students engaged
How effective is it?
Effectiveness Some research has been conducted to determine the learning out- comes of problem-based learning; however, there is little research to support problem based learning outside of the medical field. In K-12 education, research has revealed that students who learn through problem-based learning had no significant difference in scores on standardized tests than students who learned the content in a traditional
format. On the other hand, significant differences were found between problem-based learning instruction and tradi-tional instruction in the medical field. Medical school students who were taught with problem-based learning instruction scored signif- icantly higher than the national mean score on the U.S. Medical Licensing Examination, scored higher than students taught in tradi-tional classrooms when students had to apply knowledge to clinical reasoning, and performed better than their peers in their clerkships (Dunlap, 2005).
Skills Acquired Many skills are acquired through problem-based learning includ- ing, but not limited to, problem solving, critical thinking, the abili-ty to evaluate and use appropriate resources, self- monitoring, self- reflection, and increased confidence. Higher level thinking skills such as problem solving, critical thinking, and evaluating are used throughout problem-based learning. Learners are constantly testing out new ideas and deciding which information is most relevant to find the best solution to the problem at hand. Self-monitoring, self-reflection, and increased confidence levels are also acquired and practiced throughout the learning process. Setting learning goals and self-regulating learning allows the learner to further develop these skills for future endeavors; therefore, increasing the level of confidence the learner has when they come in contact with the next learning challenge.
What are the implications for instructional design?
An instructional designer might recommend the use of problem- based learning when a learner is trying to develop skills needed to perform a specific job. Many jobs require experience in order to be successful. If experience is unable to be acquired quickly, then problem-based learning can act as a tool to build necessary skills to start the job. For example, behavior management is a necessary skill to have when starting out a teaching career; however, most behavior management knowledge results from experience. If new teachers lack experience, a problem-based learning scenario, re- quiring the implementation of behavior management skills, would be a perfect way to practice applying those skills to a real world situation. Several positive outcomes result from the use of problem-based learning, which include, an increase in problem- solving, confidence, critical thinking, self-reflection, self- monitoring, motivation, and collaboration.
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Problem Based Learning
These outcomes help shape life-long learning and are required in order for the problem-based learning model to be successful.
Technology Websites can be used to organize problem-based learning itself. Websites can organize groups and allow those groups to collabo-rate within the same learning environment. Chartrooms can aid with collaboration along with areas to share files. Online resources can also be used for several purposes such as, writing problems, obtaining inspiration for problem development, and finding information to solve problems. Using technology to find resources re-quires the learner to evaluate critical sources, this becomes a skill that will be relevant throughout lifelong learning.
Scenario
Step 1: The problem is presented. Mary Smith, a 28-year-old office worker and part-time swimming instructor, comes to see her doctor because of pain in her chest and shortness of breath. This has been a recurring problem in recent months and seems to be gradually worse. On the previous evening, while participating in a swimming gala, she be- came so short of breath that she found it difficult to walk.
Step 2: In groups, learners define the problem and set learning goals.
Step 3: Individuals conduct research from the medical library and online data bases.
Step 4: More information about the case is presented to continue engagement. The instructor acts as a guide throughout the process. Further discussion with her doctor reveals that Ms. Smith’s chest pain and shortness of breath come on following exercise, particularly in a cold environment. When she becomes particularly short of breath, she starts to wheeze. There is no recent history of physical trauma and no personal or family history of heart disease. She had eczema in childhood but has never had asthma. She has smoked for the past 5 years and increased her smoking to 40 cigarettes a day since she broke up with her intimate friend 3 months ago. She takes an oral contraceptive pill but no other medication. Develop a diagnosis to present to Ms. Smith and a treatment plan.
Step 5: Share information within the group to add additional information or get rid of irrelevant information.
Step 6: Summarize the knowledge gained and integrate all in- formation into the final product.
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Problem Based Learning
References
Boud, D. (1997). What is problem-based learning? In the challenge of problem-based learning. London,
England: Kogan Page.
Dabbagh, N., Jonassen, D.H., Yueh, H.P., & Samouilova, M. (2000). Assessing a problem- based learning
approach in an introductory instructional design course: A case study. Performance
Improvement Quarterly, 13(3), 60-83.
Dunlap, J. (2005). Problem-based learning and self-efficacy: How a capstone course prepares students
for a profession. Educational Technology Research and Development, 53, 65-83.
Jonassen, D. H. (2011). Learning to solve problems: A handbook for designing problem-solving learning
environment. New York, NY: Routledge.
Watson, G. (2002). Using technology to promote success in PBL courses. Retrieved from: http://
technology- source.org/article/using_technology_to_promote_success_in_pbl_courses/.
Wilson, B. (1996). Problem-based learning in constructivist learning environments: Case studies in instructional
design. Englewood Cliffs, New Jersey: Educational Technology Publications.
CLE PEDAGOGY BRIEF
Problem Based Learning
What is it?
Problem based learning is first and foremost an
instructional strategy, it is designed as a means, or
methodology, to improve learning and knowledge
retention by requiring students to learn content, on
their own, while working to solve a problem. The
main factor in these problems is that the problem itself
is very ill-structured. Problem based Learning (PBL),
first began as a medical school training program
(Jonassen, 2011), a change from the traditional
teaching and learning paradigm. By replacing basic
approaches to learning medicine, students from their
first day of training work in groups to solve diagnostic
medical problems. In a PBL setting, students usually
work in groups to solve a complex problem, because
the answers will be detailed and open- ended,
performance focuses on a higher-level of cognitive
applications (Burris, 2007). These applications can
come in the form of higher level analysis, synthesis,
and evaluation. Some of the defining characteristics of
Problem Based Learning are that it is driven by
challenging and no ‘one’ solution type of problem.
These types of open-ended problems are the type
where there is no one right answer.
Often with PBL, students work is self-directed, as they
are active participants and problem solvers while
working in groups collaboratively (Delisle, 1997). It is
in PBL that teachers work more as facilitators and
guides. Teacher’s functions have been altered to be
much more than a means of transfer, they are now
more supporters to the learning process, creating an
environment based around drive and investigation.
How does it work? Problem based learning works because it situates the
learning in real world and authentic problem solving.
Through the use of Problem Based Learning, student
–centered activities replace the traditional teacher-
student narrative and seek instead to let the learning
happen at a pace and direction more suited to the
individual student, or group of students, and thereby
removes the more standard one-dimensional teaching
modality of lecturer and note taker. Problem Based
Learning focuses mainly on four basic criteria to
function; it is designed to be self-reflective, it is here
GEORGE MASON UNIVERSITY
WILLIAM WICK
that students monitor there learning and make
adjustments. It is self- directed and that allows
students to work collaboratively or individually,
assuming responsibility for their learning and self-
assessment. Its functional purpose if always student
centered and based not on the teacher but
removes the teacher almost entirely from the
learning. Mainly it works because it is totally and
completely problem focused and problem based.
Learners begin learning by addressing simulations of
an authentic, ill-structured problem. It is believed that
PBL leads to development of critical thinking as well
as creative skills. The use of this instructional
strategy also promotes higher level problem solving
skills by putting the learner in a situation through
which the learner takes responsibility and initiative.
Who is doing it? Problem Based Learning is gaining ground in both
higher education as well as K-12 educational
environments. Having its development begin in the
medical field, specifically medical school,
universities across the globe have embraced this
teaching and learning methodology and studies have
shown that problem based learning increases levels of
knowledge retention in both critical information and
informational domains that are considered secondary.
Education theorists and specialists such as Dewey,
have advocated for the use of teaching strategies that
are very similar to Problem Based Learning. These
strategies are used in professional trainings around
the world and they are used in secondary education
although not as heavily as in higher levels of
education (Morrison, 2004). Stanford University
(Stanford Online), for example, not only uses PBL
but they have created teacher training curriculum
based around how to effectively use PBL in the K-12
setting. A major university such as this also releases
quarterly reviews in not only how they use and apply
PBL strategies but also how it can be used by other
institutions of learning. Also there are many teacher
designed and directed problem based learning
professional developments (McPhee, 2002) that are
geared towards increasing not only the use of PBL in
the K-12 classroom, but also to increase the
effectiveness of the teachers who wish to apply the
strategy. As you can see there are many different
forms of PBL application around not only the United
States but also around the globe.
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Problem Based Learning
How effective is it? Problem Based Learning is gaining ground in both
higher education as well as K-12 educational
environments. Having its development begin in the
medical field, specifically medical school, universities
across the globe have embraced this teaching and
learning methodology and studies have shown that
problem based learning increases levels of knowledge
retention in both critical information and informational
domains that are considered secondary. Education
theorists and specialists such as Dewey, have
advocated for the use of teaching strategies that are
very similar to Problem Based Learning. These
strategies are used in professional trainings around the
world and they are used in secondary education
although not as heavily as in higher levels of education
(Morrison, 2004). Stanford University (Stanford
Online), for example, not only uses PBL but they have
created teacher training curriculum based around how
to effectively use PBL in the K-12 setting. A major
university such as this also releases quarterly reviews
in not only how they use and apply PBL strategies but
also how it can be used by other institutions of
learning. Also there are many teacher designed and
directed problem based learning professional
developments(McPhee, 2002) that are geared towards
increasing not only the use of PBL in the K-12
classroom, but also to increase the effectiveness of the
teachers who wish to apply the strategy. As you can
see there are many different forms of PBL application
around not only the United States but also around the
globe.
Most researchers believe that this is often due in large
part to time restrictions, or simply put, the studies
were conducted over the time span of one or two
curricular units, which can vary anywhere between 4-6
weeks in total. When you look at studies that have
taken place over longer periods of time, you have
plenty of evidence to support that PBL is extremely
successful, especially when compared to more
traditional lecture-based instruction. In a study on
Problem Based Learning in the K-12 Education found
in the American Educational Research Jounal,
‘Analyses of individual patterns…confirm the results
of the between subject comparisons. The majority of
student recalled, comprehended, and applied concepts
better when learning took place via PBL compared to
lecture’ (Wirkala, 2011). While the evidence in the
Wirkala study can be seen as demonstrating little more
than what is commonly accepted by a good number of
practitioners, the fact that students show
better long term retention and ability with new
material when the instructional method is one that
engages the learner in an active role. Also, according
to Wirkala, the study showed ‘PBL to more effective
in fostering both comprehension and application of
concepts; thus the sequence of goal-oriented, inquiry-
like activities, may serve as an effective method that
heightens young students’ cognitive and affective
engagement (Wirkala, 2011).
What are the implications for instructional design? The implications for instructional design are as
plentiful as they are varied. Knowing that PBL is
designed to not only make students recognize that
they need to be creative in not only what they think,
but possibly, and maybe more important, how they
think, lends itself to the very nature of instructional
design. Problem Based Learning is certainly not a
new addition to the world of academia as well as the
world business, government and K-12 education.
Through the use of PBL there develops an unlimited
list of ways to apply it to instructional design, since
the types of problems instructional designers will
have to address deal often will ill-structured complex
problems, it seems that through the application of
PBL strategies recommendations for solutions can be
successfully created. At its core PBL relies on
functional collaboration and reflection, as
instructional designers we are rarely tasked to
complete projects on a solo basis and will find
ourselves working in groups or even large team, PBL
is especially useful for this type of work. It is a form
of active learning, and promotes knowledge
construction where our target audience, our learners,
need to learn how to cultivate flexible knowledge and
promote learning and applying problem solving
skills. As instructional designers we are tasked with
creating, designing and developing instructional
materials based on various needs, we can apply PBL
strategy to almost any situation in which new or
improved materials need to be created.
CLE PEDAGOGY BRIEF NOVEMBER 2015
Problem Based Learning
Scenario
A graduate level instructional design program has a large
number of part-time students, many of them public school
instructors seeking jobs in the private sector after
retirement and many others currently employed in non-
teaching positions. Although the school has a strong
theoretical program, it has lacked a way to give its part-
time students experience with a wide range of analysis and
design situations.
Students potentially could graduate from the program
with a deep knowledge of learning and instructional
theories, but without knowledge of how and when to
apply a particular theory to an actual learning situation.
Part-time students with full-time jobs need a flexible
learning environment. The school has licensed a software
system, Teacher's Assistant (T.A.), to provide students
with a range of cases that an instructional designer might
encounter. The cases presented to each learner will vary,
depending upon his/her zone of proximal development.
Each subsequent case will increase in complexity,
requiring the learner to enhance his/her problem-solving
skills. The program allows a team of students to work on
a case together, assuming different project roles. It also
allows an individual student to "work" the case alone,
while the computer simulates the roles of the other
players. The Teacher's Assistant can monitor the student's
research efforts and offer advice to improve his/her
technique. Experts in the field will judge the student's
proposed solution and offer critiques and alternate
solutions.
The Learning Outcomes are as follows:
The software program will support the following
objectives:
Proficiency and problem-solving proficiency within
the field of instructional design
Analytical and flexible thinking about possible
solutions and consequences
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Problem Based Learning
References
Blackburn, G. (2015). Innovative eLearning: Technology shaping contemporary Problem Based Learning: A crosscase
analysis. Journal of University Teaching and Learning Practice, 2(2), 1-19.
Burris, S., & Garton, B. (2007). Effect of instructional strategy on critical thinking and content knowledge: Using
problem-based learning in the secondary classroom. Journal of Agricultural Education JAE, 48(1), 106-116.
Delisle, R. (1997). What is problem-based learning? Retrieved from
http://www.ascd.org/publications/books/197166/chapters/What_Is_Problem- Based_Learning .aspx
Jonassen, D. (2011). Cases as problems to solve. Learning to solve problems: A handbook for designing problem-
solving learning environments (pp. 153-160). New York, NY: Routledge.
McPhee, A. (2002). Problem-based learning in initial teacher education: Taking the agenda forward.
Journal of Educational Enquiry, 3(I), 60-78.
Morrison, G., & Ross, S. (2004). Developing evaluation implements (7th Eds.). Designing effective instruction (pp. 290-
292). Hoboken, NJ: J. Wiley & Sons.
Wirkala, C., & Kuhn, D. (2011). Problem-based learning in K-12 education: Is it effective and how does it achieve its
effects. American Educational Research Journal, 48(5), 1157-1186.
CLE PEDAGOGY BRIEF
Situated Learning
What is it? Situated learning is a pedagogical model in which
students actively and socially participate in their
education. This instructional approach was developed
by Jean Lave and Etienne Wenger in the early 1990s and
introduced the concept of learning outside of the
classroom where context, culture and social interaction
all become vital factors in the learning process (Mahar,
S., & Harford, M., 2004). According to this model,
students have the opportunity to work with their
instructors ona particular activity and are able to
practice similar activities outside of the classroom on
their own. In this model the student’s memory
processors trigger in meaningful situations and the
knowledge obtained can be applied to similar situations
in the real world. Students can also participate in groups
as a community of practice where they share their skills
and knowledge with other students. Situated learning
creates meaning for activities outside of the classroom
which in turn gives importance to participation and
reflection in the classroom. FSI has made E-Homeroom,
a web based situated learning environment that
provides an authentic learning experience, available for
each of their language sections. E-Homeroom is
designed to be a multimedia program that helps teachers
and students stay connected in and outside of the
classroom. With their students, language instructors can
form communities of practice and use social interaction
and insight from past experiences to solve scenarios on
E-Homeroom to prepare the students to solve real life
issues which they will face on the job. Other
functionalities of E-Homeroom include the ease of
uploading materials; providing students with access to
shared materials, homework, links, text books with
audio, and other helpful information to help reinforce
what they have learned in class.
How does it work? Learning is driven and best presented through realistic
and complex problems that allow learners to learn to
think and practice like experts in the field (Paula, V.,
2003).
In situated learning, the instructor creates an
environment by organizing the information and
providing activities to help students learn. In a normal
classroom setting, the instructor teaches students
through lectures and presentations. In contrast, a
GEORGE MASON UNIVERSITY
SHAKILA ANWARI
situated learning environment requires the instructor
to teach students by modeling, coaching, and
scaffolding and the learner uses this knowledge to
solve real life problems. Instructors in a situated
learning environment must engage students in
collaborative group based activities, discussions,
reflective thinking, and evaluations. Learners on the
other hand use these tools to become experts on a
subject and can show an apprentice student, step by
step, how to complete certain tasks. For example, in
modeling, the apprentice student learns by observing
the expert student. In coaching, the instructor provides
a wide range of activities and oversees the student’s
learningprocess.
In scaffolding, the instructor begins by providing full support to the students as they acclimate to the learning environment. This support slowly declines as time progresses to allow the students to become independent and take more responsibility for their learning.
Who is doing it? Organizations and institutions have applied the
situated learning pedagogy model to train their
employees or students by using simulations, role play,
and cases. Blackboard is considered a virtual learning
environment and is a good example of situated
learning which is already in practice. Blackboard is
used by many large universities and public and private
schools across the United States. Universities that
offer online classes use this model to provide a
learning environment for students to actively and
socially participate in their own learning. Blackboard
provides students with access to a class syllabus,
schedule, assignments, discussions, assessments,
grades, student-to- student, and student-to-teacher
collaborations. Intermediate schools are also using
online homerooms specific to their classrooms to
inform students about the objectives of the class and to
assign homework for student to work on
collaboratively. This model helps universities and
schools to provide tools for students so they can
participate in learning outside of the classroom setting.
George Mason's department of Religious Studies
introduced an online course called "The Human
Religious Experience" which applies the situated
learning approach of students co- constructing
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Situated Learning
knowledge through a social process, to meet Mason’s
core requirement on global understanding (Bond, S.,&
Campbell, S., 2015).
E-Homeroom is an online classroom that has been
modeled after situated learning and provides learning
tools for FSI students to learn a foreign language on
their own outside of the classroom.
How effective is it? There are several factors that demonstrate the effect of
situated learning on the learner. Since in a situated
learning environment learners are actively involved in
learning on their own, the effectiveness of their
learning will be inconsistent and depends on the
variety of activities that are being offered by their
instructor. Another effect of situated learning is that it
enhances the learner’s knowledge and improves their
cognitive ability through modeling, coaching and
scaffolding. Situated learning helps improve a novice
learner’s performance through apprenticeship.
Learning instruction through situated learning is more
effective than learning in a traditional learning
environment. Also the effect of students learning in a
partnership is long-term and students can benefit from
the knowledge they acquire long after their class is
over.
E-H omeroom, which is similar in design to Blackboard,
is new to FSI instructors and students. This model has
been proven to be effective when used as a classroom
away from the classroom. Classroom teaching has been
an effective approach to learning for a long time, but any
institution that includes situated learning to facilitate
student’s knowledge is more effective.
What are the implications for instructional design?
The use of situated learning as an approach to the design
of learning environments has significant implications
for the instructional design of computer-based programs
(Herrington, J., & Oliver, R., 2000). They believe that
computer-enhanced learning can be modeled and
designed based on situated learning environments. A
situated learning environment should consist of;
authentic context in which the content of learning is
modeled on the complexity of the real world which
helps learners reflect on real-life situations, authentic
activities which would help the
learner accomplish a task by solving a problem,
provide modeling, coaching, and scaffolding which
give learners multiple opportunities to engage in an
activity from different perspectives, help learners to
participate in critical thinking collaboratively,
encourage reflection to reinforce learning, and assess
and evaluate the progress of the learner while they are
performing the task. E-Homeroom is not designed to
take the place of an actual classroom, instead it is an
online learning tool that provides a wide range of
instructional materials which facilitate interactions
between teachers and students in and out of the
classroom. E-Homeroom is designed systematically as
a tool to guide the structure of the language course and
to provide step by step instructions for learner to use
this online site effectively. The design of E-
Homeroom helps facilitate the transfer of knowledge
and skill to the learner. Its content is simple and
meaningful to the learner.
Scenario John is a Foreign Service Officer who has been
assigned to learn Dari for his next assignment in
Kabul, Afghanistan where he will work at the
American Embassy as a political officer. In order to
qualify for this job he must be able to participate
effectively in most conversations on a wide variety of
topics and be able to read authentic prose material on
unfamiliar subjects within a normal range of speed
and with close to complete comprehension. In order
to meet these strict requirements he will spend the
next 36 weeks at the Federal Government’s primary
training facility, the Foreign Service Institute (FSI).
FSI students are required to spend 4-5 hours in class,
1-2 hours in the language lab, and 2-3 hours studying
at home every day. Students are also not allowed any
vacation days. Because of the intensity of this
program it is in the students’ best interest to not have
any absences.
Due to personal reasons, John will miss a few days of
class each week. His absenteeism has been approved
by his department, however he must still successfully
complete the language program within 36 weeks.
John learns that in order to address situations like
this, FSI has created a web based language program
called E-Homeroom that will allow students like
John to continue language training in the event of a
missed class.
E-Homeroom consists of up-to-date lessons which
include a variety of interactive speaking, listening,
reading, grammar, and vocabulary building exercises.
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Situated Learning
Once the student has completed all activities he will be
given multiple choice challenges allowing him to receive
instant feedback to assess what he has learned. With E-
Homeroom, students will be able to get the same type of
instruction as they would in the classroom with
dialogues, drills, narratives for reading, and practical
exercises. Instructors will be able to work with students
using online text or video chat and student will be able
to upload their written and recorded voice homework
daily for instructor’s feedback. In this way E-Homeroom
can help to mitigate the problems that most students and
teachers face when trying to play catch-up for missed
days. John feels thankful to FSI for offering an online
program like E- Homeroom so that he can continue his
language learning on his own without having to be away
from his family in a time of need.
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Situated Learning
References
Bond, S., & Campbell, S. (2015). Helping students develop global understanding through Situated Learning: A religion
course example. Innovations in Teaching and Learning, Retrieved from
http://journals.gmu.edu/ITLCP/article/view/664
Dabbagh N., Bannan B. (2005) Online learning: concepts, strategies, and application. Upper Saddle River, NJ: Pearson.
Herrington, J., & Oliver, R. (2000). An instructional design framework for authentic learning environments. Educational
Technology Research and Development. Retrieved from http://www.instructionaldesign.org/theories/situated-
learning.html
Jonassen, D. (2011). Learning to solve problems. New York, NY: Routledge.
Lave, J. and Wenger, E. (1991). Situated learning: Legitimate peripheral participation. Cambridge, England:
Cambridge University Press.
Mahar, S., & Harford, M. (2004). Research on human learning. Department of Education and Training, Victoria.
Retrieved from http://www.researchgate.net
publication/265173642_Research_on_Human_Learning_Background_Paper
Paula, V. (2003). The nature of situated learning. Innovations in Learning [pdf document]. Retrieved from
http://sites.tufts.edu/ests/files/2012/12/newsletter_feb_20031.pdf
Situated Learning. (n.d.). In Northern Illinois University, Faculty Development and Instructional Design Center.
Retrieved from http://www.facdev.niu.edu/facdev/resources/guide/strategies/situated_learning.pdf
CLE PEDAGOGY BRIEF
Situated Learning
What is it?
Situated Learning emerged from anthropological
studies of informal learning. Learning in informal
contexts in the everyday world is an activity-based and
socially meditated phenomenon that occurs naturally in
communities of practice (Jonassen, 2010). A
community of practice (COP) is born when a group of
like-minded individuals come together for a common
goal or purpose. The COP is typically made up of
various individuals with different, but complementary
roles and experiences. Situated learning theories stress
the importance of embedding instruction in authentic,
everyday problems. Learning is always learned through
some type of context or scenario. Some of the critical
characteristics of situated learning for instructional
design are to; 1) Provide authentic context that reflect
the way the knowledge will be used in real-life; 2)
Provide authentic activities; 3) Provide access to expert
performances and the modeling of processes;
4) Provide multiple roles and perspectives; 5) Support
collaborative construction of knowledge; 6) Provide
coaching and scaffolding at critical times; 7) Promote
reflection to enable abstractions to be formed; 8)
Promote articulation to enable tacit knowledge to be
made explicit; 9) Provide for integrated assessment of
learning within the tasks. Situated learning was pre-
empted by proposing that ‘bridging apprenticeships’ be
designed to bridge the gap between the theoretical
learning in the formal instruction of the classroom
and the real-life application of the knowledge in the
work environment.
How does it work?
When learning in situ, the knowledge that is
constructed by learners is situated in the context in
which it is learned. Rather than defining learning in
terms of exam performance, knowledge is assessed
by the individual’s ability to participate in that
community. Rather than learning content devoid of
context and meaning, learning in a COP is focused
on becoming a fully participating member of that
community.
The persons who learn the most naturally move
GEORGE MASON UNIVERSITY
KATRINA RAINER
toward the center of the COP (Lave and Wenger,
1991). The role of the instructor can take on many
different forms depending on the context of the COP.
If situated learning is happening in the classroom,
the teacher will naturally be the instructor.
However, if the situated learning is happening within
a non- classroom based COP, the individual with
the most experience and knowledge in the subject
matter or practice will organically become the
instructor.
When considering situated learning, learning takes
place not only within the individual learner’s mind,
but also among learners within an interactive
community. (McKelvey & Yuan, 2004) In order for
the Situated Learning method to be successful the
instructor must “provide authentic context that
reflects the way knowledge will be used in real life,
and is correlated with authentic challenges.”
(Hossainy, Zare, Hormozi, Shaghaghi, & Kaveh,
2012). Some key aspects of situated learning include,
but are not limited to: modeling, coaching,
scaffolding, reflection and articulation. Scaffolding
information is a key factor in situated learning.
Scaffolding means increasing the novice ability with
the support of a specialist and achieving expertise
with receiving feedback. By increasing the student’s
capabilities, the instructor adds complexity to the
environment and considers greater autonomy for
the learner. (Lave, 2008) It is important that the
instructor have a deft hand when considering
providing information to the learner. The learner will
need to make sense of the provided information, but
should not be swayed toward a particular solution
or “answer.” Due to the possible ill-defined solution
nature of this model, authentic assessments are
important when considering what the learner has
obtained. When situated learning is performed,
traditional evaluation methods lose their adequacy,
and assessment must be focused on understanding
and problem solving. (Morrison, Ross, & Kemp).
Who is doing it?
Due to the authentic learning that occurs within the
situated learning model, it can be easily implemented
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Situated Learning
in any field of study. One of the most prevalent
examples is the idea of a medical residency. Medical
interns are being immersed in the culture for a period
of time to experience and problem solve in their area
of practice. The situated learning is occurring more
when they are given scenarios or case studies to
practice on with the cadavers. They are given certain
conditions and provided with information to help
them come up with a diagnosis for the “patient” as
well as the best course of treatment. They are given
just enough information to get them started, but it is
up to the resident to research and obtain
supplementary information as needed. Rather than
defining learning in terms of exam performance,
knowledge is assessed by the resident’s ability to
participate in the medical community. In a recent
study done by East Tennessee State University,
researchers examine the relationship between
medical residency models and the transition from the
traditional teacher education, that is, education that is
based heavily in the college classroom, to a residency
model, where perspective teachers spend a significant
amount of time in an elementary classroom. Another
example of this is seen in a study where a situated
learning curriculum was developed for nursing
students studying best practices for gerontology care.
The study aimed at designing and implementing a
situated learning program and determining its
interventional effect on motivation and academic
achievement. The results showed that the program
not only increased the learners’ learning and
motivation, but also improved the students’ attitudes
toward gerontology care (Hossainy, et. al, 2012).
How effective is it? In terms of effectiveness, situated learning has a
positive effect on many aspects of learning. It allows
the learner to have authentic learning experiences, and
it lends itself to a more individualized learning model.
Learners are more likely to retain and successfully
apply information when it is learned within in the
context of the subject matter. One of the critical
features of situated learning is scaffolding instruction.
Scaffolding instruction increases the intrinsic
motivation of the learner by encouraging the
learner and instructor to take part in challenging
activities. When the learner is invested in the activity,
they are more likely to take it upon themselves to
gather information rather than having to rely on the
instructor to supply them with all of the necessary
information. The learner actually wants to solve the
problem, rather than the traditional instructor-
student model, where the student is required to meet
certain objectives without any say so or input on
how they will learn it.
What are the implications for instructional design?
Situated learning theories stress the importance of
embedding instructional authentic, everyday problems.
Learning always occurs in some context. Because this
is a constructivist learning theory, it can be used in a
multitude of different environments and disciplines.
Many classroom teachers in the K-12 setting are
implementing the situated learning model due to the
ability to create authentic learning experiences for
their students. It is important for instructors to allow
the students to explore information on their own.
Although this model is similar to the problem- based
learning (PBL) model, one of the major differences
is the amount of scaffolding present in the situated
learning model.
Although technology does not have to be a staple
resource or this model, there are various
technologies that can be used for this model.
Learners can use the Internet to research
information, there are interactive or game-based
applications that can be used to give the learner a
more personalized experience when learning, orthe
learner can view digital simulations that they would
then have to analyze and extract problems tosolve.
CLE PEDAGOGY BRIEF NOVEMBER 2015
Situated Learning
Scenario Rescue at Boone's Meadow is one of 12 video-
based anchors in the Jasper series designed to
teach mathematical problem finding and problem
solving in traditional classroom environments for
students in grades five and higher. Each of these
adventures provides a very rich environment that
creates multiple opportunities for problem
solving, reasoning, communication, and making
interdisciplinary connections.
Rescue at Boone's Meadow is one of three
adventures that deals with complex trip planning.
The adventure's storyline begins with one of the
primary characters, Larry Peterson, flying his
ultralight into Cumberland City. Larry is teaching
his friend Emily Johnson how to fly. During
Emily's lessons, she (and the viewers) learn much
about the ultralight, including information on
payload, fuel capacity, fuel consumption, speed,
landing requirements, and how the shape of the
wing produces lift. To celebrate Emily's first solo
flight, Larry and Emily join Jasper Woodbury for
dinner at a local restaurant. During dinner, Jasper
reveals that he will soon be taking his annual
fishing trip. He plans to drive to Hilda's gas
station, park his car there, and then hike 15 miles
to his favorite fishing spot in the woods, a remote
location known as Boone's Meadow.
While camping in the Meadow, Jasper finds a bald
eagle that has been wounded by a gunshot. He
radios for help. Emily consults the local
veterinarian, Doc Ramirez, who warns that time is
the critical factor in saving the eagle. Emily
consults a map on the wall that reveals there are no
direct roads leading to Boone's Meadow from
either Cumberland City or Hilda's. She also learns
the distances from the City to Hilda's gas station
and Boone's Meadow are 60 and 65 miles,
respectively. Each plan proposed by the student
must be evaluated with respect to the appropriate
constraints. For example, if the ultralight is used
for the rescue, several constraints, such as payload,
landing requirements, and range of the ultralight,
will determine the feasibility of each leg of a given
route. An additional complication is that payload
and range are interrelated constraints.
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Situated Learning
The range of the ultralight will depend upon the
amount of available gas, and the weight of the gas
must be considered when calculating payload.
The video narration ends with the challenge:
``What is the fastest way to rescue the
eagle, and how long will it take?''
At this point, students shift from passive viewing
to active problem solving.
During the problem solving session, students are
put into groups and left on their own to gather
information that might help them solve the
problem. The teacher is only there for support and
to scaffold information during the class time.
There is no right or wrong answer to the problem.
The students are required to present their
proposed solutions to the class and defend their
work.
CLE PEDAGOGY BRIEF NOVEMBER 2015
Situated Learning
References
Abdallah, Mahmoud M. S. (2015, May). Situated language learning: Concept, significance and forms. Paper
presented at the College of Education Young Researchers’ Conference, Assiut, Egypt.
Biswas, G. (1997). The macrocontext: Rescue at Boone’s meadow. Anchored Interactive Learning Environments.
Retrieved from http://www.vuse.vanderbilt.edu/ biswas/Research/ile/aile/node5.html.
Herrington, J., & Oliver, R. (1995). Critical characteristics of situated learning: Implications for the
instructional design of multimedia. Paper presented at the ASCILITE 1995, Melbourne, Australia.
Hossainy, F. N., Zare, H., Hormozi, M., Shaghaghi, F., & Kaveh, M. H. (2012). Designing and
implementing a Situated Learning Program and determining its impact on the students’
motivation and learning. Turkish Online Journals of Distance Education, 13(2), 36-47.
Jonassen, D. (2010) Learning to solve problems: A handbook for designing problem-solving learning
environments. New York, NY: Routledge.
Lave, J., & Wenger, E. (2008). Situated learning: Legitimate peripheral participation. New York, NY:
Cambridge University Press.
McKelvey, B., & Yuan, Y. (2004) Nonlinear dynamics, psychology and life sciences.
Society for Chaos Theory in Psychology & Life Sciences, 8(1).
Morrison, G., Ross. S., and Kemp. J. (2007). Designing effective instruction. Hoboken, NJ: John Wiley & Sons,
Inc.
Nivens, R.A. (2013). Ready2Teach: Shifts in Teacher Preparation through Residency and Situated
Learning. SRATE Journal, 23(1), 13-17.
CLE PEDAGOGY BRIEF
Virtual Learning Environments
What is it? Virtual Learning Environments are computer-based
environments “that immerse learners in a real-world
experience by mimicking the experience virtually”
(Dabbagh, 2005). VLEs are grounded in several
constructivist theories, including Piaget’s, in which
individuals construct their own knowledge from
experiences. Theoretical underpinnings also include
Lave’s situated learning, where learning takes place
within an authentic setting. Finally, Bruner’s
constructivist learning theory grounds VLEs in their
ability to support the learner in transforming
information, constructing hypotheses, and making
decisions.
While the term VLE has been more broadly to refer to
any computer-based or online learning environment,
such as a Learning Management System, the focus
here is on environments that are constructed and
displayed to simulate real-world interactions.
VLE/LMS in the broader sense have been developed
since the late 1970s with the advent of accessible
computing, but immersive VLEs have only been used
in mainstream education since the mid-2000s.
Specifically, VLEsin the context of this brief have
thesecharacteristics:
The environment appears on a computer
visually as physical space, either 2-D or 3-
D, and incorporates sounds
The learner’s point of view in the space is
first-person, and the learner can move around
the space
The environment responds to learner
actions, suchas approaching a door and the
door willopen
The epistemological orientation of VLEs in this
interpretation is toward constructivism, because VLEs
as a learning environment emphasize the learner’s
discovery of new knowledge while performing
authentic tasks in a relevantcontext.
How does it work? The design elements and features of a VLE provide a
constructivist environment for learning, centered on
real-life tasks in an authentic context. The VLE itself
is purely context because of its place simulation; for
example, there is always a setting for the VLE, such as
a laboratory, or a village, or an operating room. VLEs
GEORGE MASON UNIVERSITY
TONYA HUTSON
also allow the learner to discover new information
through free exploration, rather than in a
predetermined series of instruction. The only
constraints in the VLE are those appropriate to the
context; for example, if the VLE is constructed as a
village in France for the purpose of language
learning, then the VLE would provide the learner the
capability to hear French speakers as part of the
interactions, but not provide the learner the ability to
fly. Instruction inVLEs should be structured in a way
that facilitates learning using instructional strategies
such as authentic activities, student choice,
coaching/scaffolding, and collaboration. The VLE
provides the learner with authentic tasks that are
supported by scaffolding, such as by a character in
the VLE acting as an intelligent agent. Also, VLEs
can provide social interactions to enhance and
support learning, either by allowing learners to
interact virtually with other actual learners or by
providing a virtual mentor. Generic learning activities
used in VLEs include role-playing, interacting with
simulations, problem solving, and content creation.
Effective learning activities are also customized to the
context; in the example of a language-learning VLE,
ordering and paying for items with appropriate
currency.
Who is doing it? One of the main areas in which VLEs are being
applied is in language learning. In VLE language-
learning implementations such as Second Life,
learners can participate in: voice/text chats, real-life
scenarios such as visiting a doctor, and problem
solving such as calculating the right currency
amount. Another area that VLEs are effectively
transforming is distance learning, since students and
instructors can have a common “place” to interact
regardless of their physical locations. Universities
now offer courses where the VLE is the educational
classroom, where students are “discovering new ways
to study, discuss, create, and express the course
subject under the supervision and support of the
instructor” (Calongne). Another setting in which
VLEs are being applied is in the area of the sciences.
For example, a virtual chemistry lab has been
developed which allows distance students to learn
about the layout and function of apparatus in a
chemistry lab as well as providing procedural
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Virtual Learning Environments
information and interactions required for
implementing experiments. In addition, math and
science domains that require computing activity lend
themselves well to a VLE: a statistics course
integrated the statistical computational software with a
constructivist VLE that provided communications,
collaboration, and feedback. Finally, VLEs are being
used in places where access to the real environment
for training is prohibitively expensive or dangerous,
such as nuclear facilities.
How effective is it? Research points to VLEs having several effective
benefits as a pedagogical model. Whitelock, Brna and
Holland have proposed a theoretical framework for
VLEs which includes three dimensions that increase
learning outcomes: “namely ‘representational fidelity’,
‘immediacy of control’and ‘presence’” (Dalgarno and
Lee, 2010). Several tangible effectives of the VLE
pedagogical approach are supported by research. First,
learners “can develop spatial knowledge through
exploring a virtual environment” (Dalgarno, 2002).
Secondly, research has shown that facts learned within
the VLE context are better recalled than facts learned
out of the VLE. In addition, studies have shown that
learner motivation and engagement is increased due to
learner choice and personalization in a VLE. Specific
learner behavior has been attributed to achieving
learning outcomes. Research shows that when students
give a significant number of meaningful feedback
messages to other students, they perform better at non-
rote learning activities: “Students who submit more
feedback messages increase their chances to perform
well” (Wessa, 2011). Other promising areas are
worthy of more study, such as which rules and design
principles should inform the design of the VLE for
associated learning tasks. Finally, there are additional
“learning benefits that may arise from enabling
learners to construct their own virtual places and/or
objects” in VLEs (Dalgarno and Lee, 2010).
What are the implications for instructional design?
Using a VLE has impacts to choices for instructional
design. An instructional designer would recommend
this model in situations that capitalize on the
affordances of the VLE technology: experiential tasks
that would be impractical in the real world, high
degree of personalization due to learner choice,
transfer of knowledge to real situations through
context, collaborative learning, and exploration of the
spatial relationships in the domain. Instructional
characteristics of VLEs include individual and small
groups of learners, providing scaffolding and
procedural information, well-defined problems, and
hypothesis generation. The learning outcomes that are
best supported by VLEs include:
Understanding beyond rote memorization;
engagement in processing information and
findingexplanations
Identify relevant problem-solving
techniques,interpret information, critically
investigate assumptions
The technologies that are most appropriate to
implement a VLE include 3D models and computer
environments, distributed and synchronous
collaboration tools, and tools to support scaffolding
and expert guidance as learners undertake tasks in the
VLE. The pedagogical model of a VLE can solve
learning and training problems in several key areas.
The first area is any domain that would be
inaccessible or hard to visit for the learner, such as a
foreign country or secure location. The second area
that VLEs can support is dangerous or expensive
physicalenvironments.
Finally, VLEs can be particularly effective when:
“thelearning process relies intensively on computer
software … [and] the learning activities involve
social interaction, collaboration, and/or
communications” (Wessa, 2011).
CLE PEDAGOGY BRIEF NOVEMBER 2015
Virtual Learning Environments
Scenario
Gaining a rich understanding of chemistry is an
instructional problem which requires learners to be able
to link their observations and learnings in the laboratory
to an understanding of what is happening at the
molecular level. Laboratory experiments allow learners
to empirically hypothesis-test their understanding of the
invisible molecular scale.
However, distance chemistry education coursesaren’t
afforded with frequent physical lab time, even in hybrid
settings. At Charles Sturt University, chemistry students
reside at the lab once during the semester and perform all
the chemistry experiments at once. This model reduces
the pedagogical benefits of the experiments, since the
laboratory work is not closely integrated with the theory
they have learned through the semester. In addition,
actual laboratory work is expensive and involves the use
of hazardous materials.
The University created a VLE of a chemistry laboratory
which had the followingcharacteristics:
• Representation of the layout of an actual
laboratory
• Scaffolding and information about
procedures to follow in the laboratory as well
as a chemistry lab manual
• Exploration and manipulation of
laboratoryapparatus, such as glassware and
a Bunsen burner
• Ability for the learner to undertake virtual
experiments and to zoom in on the
molecular level
• Support for distributed learners to work
collaboratively in the lab and under the
supervision of mentors
The chemistry lab VLE has constructivist design
elements including: place context, learner choice,
modelling abstract concepts, situated instructional
resources, remote task collaboration, and scaffolding
tools.
CLE PEDAGOGY BRIEF NOVEMBER 2015
Virtual Learning Environments
References
Calongne, C. (2008). Frontiers education: Learning in a virtual world. E-Review, 5, 36-48.
Dabbagh, N., & Bannan-Ritland, B. (2005). Online learning: Concepts, strategies and application. Upper Saddle
River, NJ: Prentice Hall.
Dalgarno, B. (2002). The Potential of 3D virtual learning environments: A constructivist analysis. E-Journal of
Instructional Science & Technology, 5 (2), 1-19.
Dalgarno, B. and Lee, M. (2010). What are the learning affordances of 3-D virtual environments? British
Journal of Education Technology, 41 (1), 10-30. doi:10.1111/j.1467-8535.2009.01038.x
Downey, S. (2014). History of the (virtual) worlds. The Journal of Technology Studies, 40(2), 54-66.
Retrieved from https://scholar.lib.vt.edu/ejournals/JOTS/v40/v40n2/pdf/downey.pdf
Schunk, D.H. (2011). Introduction to the study of learning. Learning theories: An educational perspective. (6th ed.).
Boston, MA: Pearson Education,Inc.
Wessa, P., Rycker, A. D., & Holliday, I. E. (2011). Content-based VLE designs improve learning efficiency in
constructivist statistics education. Plos ONE, 6(10), 1-15. doi:10.1371/journal.pone.0025363
CLE PEDAGOGY BRIEF
Authentic Learning Activities
What is it? “Authentic learning is a pedagogical approach that
situates learning tasks in the context of future use”
(Herrington, Reeves, & Oliver, 2014, p.401).
Authentic learning activities are meant to enable
learnersto develop a concrete and robust
understanding that is easily transferrable to real-
world situations.
In the 1930s, educational theorists Whitehead and
Dewey peaked interest in realistic contexts for
learning. Sincethen, others have contributed to this
philosophical foundation to stress a “learning by
doing” approach to instruction.
Continuing work in this area lead to the idea of
authentic pedagogy with a focus on learning
activities derived from “real-world” context and
experiences (Herrington, Reeves, & Oliver, 2014).
Authentic learning activities have their origin
closely linked to the theory of situated cognition
and pedagogical model of anchored instruction.
Collins (1991) defines situated cognition as, “the
notion of learning knowledge and skills in contexts
that reflect theway the knowledge will be useful in
real life” (p. 122).
The anchored instruction approach has been
described as enhancing knowledge transfer by
aiding students in distinguishing between
“knowing X” and “thinking to use X” (Bransford,
Vye, Kinzer, & Risko, 1990, p. 391).
How does it work? While authentic learning activities are an integral
part of all constructivist learning environments and
constructivist pedagogical models, ranging from
problem-based learning to situated learning, there
are specific attributes that authentic learning tasks
should adhere to in order to be most effective. As
research on authentic learning has continued, a
GEORGE MASON UNIVERSITY
JENNIFER KLEINER
framework for authentic learning tasks was
formed. Listed below are the elements of authentic
learning activities as described by Reeves,
Herrington, and Oliver (2002, p. 2):
1. Authentic activities have real-worldrelevance.
2. Authentic activities are ill defined, which
requires students to define the tasks and
subtasks needed to complete the activity.
3. Authentic activities comprise complex tasks
for students to investigate during a sustained
time period.
4. Authentic activities provide the opportunity
for students to use a variety of resources to
examinethe task from different
perspectives. 5. Authentic activities provide
learners with the opportunity to
collaborate.
Authentic activities provide students with the
opportunity to reflect and involve their beliefs and
values.
6. Authentic activities can be integrated and
applied across different subject areas and
extend beyond domain- specific outcomes.
7. Authentic activities are
seamlessly integrated with
assessment.
8. Authentic activities create polished
products valuable in their own right rather
than as preparation for something else.
9. Authentic activities allow competing
solutions and diversity of outcomes.
If instructional designers keep each of these
attributes in mind, then their learning
environments will support constructivist- based
learning and promote, “collaboration, reflection,
problem solving, multiple perspectives, and
hypothesis generation, as well as other exploratory
and dialogic (conversational) learning activities”
(Dabbagh & Bannan-Ritland, 2005, p. 206). The
key among all of these attributes is that authentic
activities promote learning by doing rather than a
focus on content. In order to effectively achieve
this, the instructor role is more of a guide to
“provide scaffolding and create a resource-rich
learning environment to support learning”
(Dabbagh & Bannan-Ritland, 2005, p. 207).
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Consequently, the student will take ownership of his
own learning as he engages with the content
through direct and relevant interaction.
Who is doing it?
Authentic learning activities are being used by good
instructional designers in almost every, if not all,
industries and for all levels of education. From
middle school through adult learning, authentic
learning tasks are at the core of instructional
strategies that support constructivist-based
pedagogical models, as seen in the image below
(Dabbagh& Bannan-Ritland, 2005).
Authentic learning activities are a central
component of several pedagogical models
implementing these instructional strategies,
including but not limited to: situated learning,
problem-based learning, simulations, and cognitive
apprenticeships. These models are used in countless
industries, ranging from novice financial advisors
engaging in cognitive apprenticeship or hospitality
management students planning and hosting a
community event centered on sustainable tourism
(Dabbagh & Bannan-Ritland, 2005).
How effective is it? “Learning methods that are embedded in authentic
situations are not merely useful; they are essential”
(Brown, Collins, & Duguid, 1989, p. 37).
This is a strong statement but has been defended by
numerous researchers since it was claimed. When
authentic learningactivities are integrated into
design correctly, research has shown that it does
improve concrete learning while lessening the
likelihood that knowledge will become inert or
forgotten. This is because when the content is
situated in a real-world context, the knowledge is
contextualized and is more readily accessible and
able to be applied appropriately when solving
problems in a similar context (Herrington et al.,
2014).
What are the implications for instructional design? If you asked several instructional designers when
would they recommend the use of authentic
learning activities, the answer for many would be
“whenever possible.” While certain instruction
may not always benefit learners if elevated to a
Constructivist learning environment (e.g.,
memorizing times tables), there are countless
concepts that are best learned through authentic
learning activities.
Authentic learning tasks are best for increasing
knowledge transfer and making it easier for
learners to recall and apply knowledge in various
contexts. The realistic context of authentic learning
activities has solved the issue of content being
separated from context and application in
instruction (Herrington et al., 2014). Authentic
learning tasks reduce the difficulty in retrieving
information and allow learners to know how to use
information rather than just know it (Bransford et
al., 1990). This is crucial because the way learners
acquire knowledge in lecture-style classrooms is
not always the same way that knowledge will need
to be applied in every day real life. Jonassen
(2011) states that every day life is filled with ill-
structured decision-making problems, and learners
need to know how to apply knowledge in varied,
ill-structured contexts. Authentic learning activities
can be used to create this realistic, ill-structured
context.
Authentic learning activities can be implemented in
face-to- face, online, or blended learning
environments. An example of a face-to-face
learning environment is listed in the scenario below.
CLE PEDAGOGY BRIEF NOVEMBER 2015
Authentic Learning Activities
Some examples of online environments include
virtual worlds or cognitive flexibility hypertext
models, among others. While blended learning
environments may utilize a number of constructivist
pedagogical models to implement authentic
learning tasks, including: situated learning, problem-
based learning, cognitive apprenticeship, and more
(Dabbagh & Bannan-Ritland, 2005).
Scenario “Take It to a Higher Level – RecoPort” by Hasan
Altalib
RecoPort provides training for employees at financial
institutions. One of its most popular programs is
called, "Take It to a Higher Level." The program is
designed for employees who have worked as assistant
planners at a financial institution, including brokerage
and insurance companies. The goal of the program is
to familiarize assistant planners with the skills that
seasoned financial planners use when preparing an
investment portfolio. A seasoned financial planner
will possess a variety of "soft" skills, such as
communicating, planning, and consensus building.
The seasoned planner will be able to thoroughly
research a wide array of companies and identify the
best performers. S/he will be able to interpret relevant
tax laws, fee structures, and risk factors when
analyzing a business or a mix of financial products.
Trainees are introduced to each case using transcripts
of actual client-planner interviews. They are given
access to a large sample of company and industry
data. They are to develop a research plan and identify
relevant data sources to assist them in making
appropriate investment recommendations to their
client. They will do their research and analysis
individually, however,they will rely on members of
their "financial team" to critique theiranalysis.
Accomplished financial planners are available
throughout the program to scaffold and mentor
students. Each learner (trainee) will present his/her
recommendations to a panel of expert financial
planners who will provide feedback on the quality of
the research, the validity of the analysis, and the depth
of thestudent's communication and planning skills.
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Authentic Learning Activities
Participants will gain competency in the tasks
involved in planning a financial strategy including:
Choosing the best-fit financial product,
when there are over hundreds to choose
from
Identifying the best company, from hundreds of
companies
Assembling the best mix of
financial productsand companies
to meet client goals
Interpreting tax laws that relate to financialproducts
Calculating fee structures and charges associated
withpurchasing
financial products
Assessing the risk factors of various types of
financial products
Determining the investment horizon and
timeframe for each product
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Authentic Learning Activities
References
Bransford, J.D., Vye, N., Kinzer, C., & Risko, V. (1990). Teaching thinking and content knowledge: Toward an
integrated approach. In B.F. Jones & L. Idol (Eds.), Dimensions of thinking and cognitive instruction (pp.
381-413). Hillsdale, NJ: Lawrence Erlbaum Associates.
Brown, J. S., Collins, A., & Duguid, P. (1989). Situated cognition and the culture of learning. Educational
Researcher, 18(1), 32– 42.
Collins, A. (1991). Cognitive apprenticeship and instructional technology. In L. Idol & B. F. Jones (Eds.),
Educational values and cognitive instruction: Implications for reform (pp. 121–138). Hillsdale, NJ:
Lawrence Erlbaum.
Dabbagh, N., & Bannan-Ritland, B. (2005). Online learning: Concepts, strategies and application. Upper Saddle
River, NJ: Prentice Hall.
Herrington, J., Reeves, T.C., & Oliver, R. (2014). Authentic learning environments. In J.M. Specter, M.D. Merril,
J. Elen, & M.J. Bishop (Eds), Handbook of research on educational communications and technology (pp.
401-412). New York, NY: Springer.
Jonassen, D. H. (2011). Learning to solve problems: A handbook for designing problem-solving learning
environment. New York, NY: Routledge.
Reeves, T. C., Herrington, J., & Oliver, R. (2002). Authentic activities and online learning. Paper presented at the
2002 Annual International Conference of the Higher Education Research and Development Society of
Australasia (HERDSA), Perth, Western Australia
CLE PEDAGOGY BRIEF
Collaboration and Social Negotiation
What is it? Collaboration occurs when two or more people work
together toward a shared goal with a process and a
purpose. Collaboration is a distinct instructional
strategy in which learning is fostered through
collaboration and social negotiation processes in
which two or more people interact to solve problems,
share ideas, explore, reflect, articulate, examine
different perspectives on problems, expand
understanding, cultivate knowledge construction,
negotiation, and reliance on one another.
Collaboration occurs in tandem with social
negotiation, which is the core backbone of
collaboration. Social negotiation is integral to
collaboration as it is the means through which
collaboration can occur between people. It allows
people to benefit from the experience of others,
become fully engaged in their own learning
experience, and acquire and retain information more
meaningfully. Social negotiation describes the human
connection element of collaboration – how it occurs,
when it does not occur, how two or more humans
communicate, exchange information, overcome power
dynamics and obstacles so that collaboration –
working together toward a common goal – can occur.
Collaboration can exist in face-to-face collaborations
as well as in many types of computer-based
collaborations. Collaboration is the ability to share
ideas and thoughts openly alongside another person
and to come up with a combined answer, response
and/or solution for a particular topic or issue. It is the
ability to combine different notions, beliefs and
theories into one concrete explanation and/or solution
that is reflective of the diversity of the group itself.
How does it work? Collaboration and social negotiation is a constructive
process. It is an instructional strategy that is integral to
many pedagogical methods, such as, communities of
practice, knowledge-building communities, situated
learning, and cognitive apprenticeships. These models
are only as effective as the collaboration and social
negotiation is because the collaboration aspect plays
such a key role. Social negotiation is defined to have
seven different aspects:
GEORGE MASON UNIVERSITY
ELLEN BROWN
mode, object, symmetry, complexity, flexibility,
systematicity, and directness. Interestingly, while
negotiation is a vital dimension of collaboration, it is
not a necessary part of cooperation. Social
negotiation requires people to increase awareness of
others’ perspectives, to reflect upon others’
viewpoints, and to expand understanding. In
collaboration, the focus on the common goal remains
steadfast, even if there are conflicts between
participants.
Who is doing it? Collaboration and social negotiation are
constructivist. Therefore, they are commonly seen in
constructivist learning environments. Collaboration
and social negotiation are ubiquitous throughout
every facet of the human development and learning
cycles – from early childhood education through high
school, university, the workplace, continued
education programs, and professional societies. That
is because collaboration and social negotiation are
integral to pedagogical models such as communities
of practice, knowledge-building communities,
situated learning, and cognitive apprenticeships, to
name a few. While the academic research on
collaboration and social negotiation is fairly recent in
human history, the use of collaboration and social
negotiation goes back in education a millennia.
Teachers have long paired up two or more students to
collaborate on a project or assignment. If there is an
effective organization, somewhere in that
organization effective collaboration and social
negotiation is happening. More and more these days,
businesses are realizing the importance of
collaboration and social negotiation. They are
realizing the return-on-investments on genuinely
impactful learning strategies, and that the learning
outcomes are often better when trainings include
collaboration and social negotiation. Every business
type is engaged at some point in some way in
collaboration and social negotiation – whether that be
the government, non-government organizations,
nonprofits, commercial companies, education
institutions of all kinds, to name a few.
How effective is it? Collaboration and social negotiation as an
instructional strategy is very impactful. Arguably,
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collaboration and social negotiation are one of the
most powerful forms of learning. The research shows
that with collaboration, learners more effectively
acquire and retain information. Through it, learners
benefit from the experience of the other participants,
learn to overcome arguments and obstacles to keep
focus on the goal, become fully immersed in their own
learning experience, and have higher knowledge
absorption and application of their learning to new
problems, situations, and environments. Applied
across different industries, this leads to improved
processes, return-on-investment, and other key
outcomes. Industries such as medicine, nursing, and
project management have all seen positive
improvements as a result of collaboration and social
negotiation. For example, in medicine, there has been
an increase in patient outcomes as a result of
collaboration and social negotiation.
What are the implications for instructional design?
An instructional designer will look for opportunities
to incorporate collaboration and social negotiation
into their designs as appropriate in order to boost
positive learner engagement and outcomes.
Collaboration can be incorporated across all
pedagogical models and instructional strategies.
Some of those include problem-solving, role-playing,
situated learning, and communities of practice, for
example. Collaboration can also be incorporated into
most learning technologies, such as, asynchronous
and synchronous communication tools, multimedia,
web development tools, social media, groupware,
videoconferencing, and course management software
to name a few. So, there is a wealth of opportunities
and avenues through which instructional designers
can promote collaboration and negotiation into their
designs. Instructional designers should examine the
ongoing research on collaboration and learner
outcomes that results from collaboration across
different learning technologies, pedagogical models
and instructional strategies. Instructional designers
should harness digital technologies and resources to
expand and incorporate collaboration opportunities
and experiences. Instructional designers should also
examine how to create and share digital content and
foster communication flow in any designs in which
they do incorporate collaboration.
Scenario A world-renown radiologist wanted to explore unique
cases with his closest colleagues. So, he set up regular
meeting time with these colleagues who are from all over
the world. Once a month, this small cluster of radiologists
met online, they review new, unique cases, they explore
and debate the implications for these cases. The experts
would show each other their screens, review the images,
and discuss the cases in detail. Both the audio and the
video portions were recorded. After a while, they realized
they had quite a few of these cases. So, they decided to
create a YouTube Channel. Eventually they ended up with
over 50 of these cases. The cases ended up being pulled out
and incorporated into training materials for residents.
Sometimes these world renowned experts would disagree
about findings and implications. In the beginning these
arguments went badly. At one point they ended the
discussion because two of the experts disagreed on when
one should use the word, “display” and when one should
use the word, “presents” when discussing radiology images
and anomalies. The argument went on for an hour. The
other team members parted ways. They came back together
the next time and all participants agreed to keep the focus
on their common goal, no matter what the different
viewpoints. Furthermore, they decided to cultivate the
different viewpoints to see where these differences would
enrich their explorations. Sometimes, the discussions were
quite heated. However, in this collaboration, the different
perspectives were discussed openly and encouraged. The
group did not lose sight of the key common goal – to dive
deep into each case, identify the complexities of each case,
expand understanding of both clinical and technological
applications for their findings and apply those findings to
their own respective institutions.
What they didn’t realize is that their collaborations would
end up being so helpful to their own trainees, their own
institutions and their field as a whole. In fact, these
collaborations, and their ability to specifically negotiate
heir different viewpoints and heated debates, ended up
being the cornerstone of the potency of their collaborations.
In fact, these collaborations ended up advancing their field
quite significantly. They started out wanting to simply
explore and ended up creating a very robust and effective
community of practice because of their ability to collaborate
and negotiate so effectively.
CLE PEDAGOGY BRIEF NOVEMBER 2015
Collaboration and Social Negotiation
References
Dabbagh, N., & Bannan-Ritland, B. (2005). Online learning: Concepts, strategies, and application. Upper Saddle
River, NJ: Prentice Hall.
Dabbagh, N., & Dass, S. (2013). Case problems for problem-based pedagogical approaches: A comparative analysis.
Computers & Education, 64, 161-174.
Jonassen, D.H. (2011). Learning to solve problems: A handbook for designing problem-solving learning environments.
New York, NY: Routledge.
Scardamalia, M., & Bereiter, C. (2006). Knowledge building: Theory, pedagogy, and technology. In R. K. Sawyer (Ed.),
The Cambridge handbook of the learning sciences (pp. 97-115). New York, NY: Cambridge University Press.
Schunk, D.H. (2011). Learning theories: An educational perspective. (6th ed.). Boston, MA: Pearson Education, Inc.
Ziegenfuss, D. H., & Lawler, P. A. (2008). Collaborative course design: Changing the process, acknowledging the
context, and implications for academic development. International Journal for Academic Development,13(3),
151-160.
CLE PEDAGOGY BRIEF
Collaboration and Social Negotiation
What is it? Collaboration and social negotiation is an instructional
strategy encouraging “interaction between or among
two or more learners to maximize their own and one
another’s learning” (Dabbagh & Bannan-Ritland,
2005, p. 217). This strategy is derived of two specific
parts: collaboration and social negotiation.
Collaboration is the act of fostering interaction,
conversation, and joining of resources by two or more
learners to complete any number of tasks or activities.
Typically, learners are grouped in a small number to
work on assignments and projects.
Social negotiation encompasses the interrelations and
dialogue between two or more individuals to arrive at
a mutually beneficial outcome or establish social
hierarchies and authority. Social negotiation is the
complex process of interactions through which
community knowledge and learning is achieved
according to social-learning theorists. Learning is a
social process through which we negotiate meaning,
social roles, societal norms, and conventions (Vratulis
& Dobson, 2008).
Isolating the distinct roles each of these play in
learning and human development is extremely
complex and may not be possible. One may argue that
social negotiation is always a component of the
collaborative learning environment, and by the very
nature of people one cannot effectively collaborate
without some degree of social negotiation. Let’s see
how the instructional strategy of collaboration and
social negotiation work.
How does it work? The instructional strategy of collaboration and social
negotiation is rooted in Vygotsky’s work in
establishing that “social interactions are involved in
the process of human development and learning”
(Rojas-Drummond & Mercer, 2003,p.100).
Collaboration and social negotiation build upon the
importance of the social environment and interactions
with others to provide information and opinions which
conflict with their own understanding. It is within the
resolution, or negotiation, of these conflicts in which
knowledge is constructed and learning occurs (Schunk,
2011). By its very nature, collaboration and
GEORGE MASON UNIVERSITY
JERRY PREWITT
social negotiation require the ideas, opinions, and
information from multiple contributors; some of the
greatest learning may occur when the degree of
differences isgreater.
Social learning theorists believe “that ‘intermental’ (social, interactional) activity forges some of the most important ‘intramental’ (individual) cognitive capabilities, with children’s involvement in joint activities generating new
understandings and ways of thinking” (Rojas-
Drummond & Mercer, 2003,p.100).
Collaboration and social negotiation also requires the
learner to incorporate personal reflection as part of
the learning process. It is through this personal mental
negotiation where new thoughts, opinions, and
understandings emerge. In other words, it is when
new learning occurs. By collaborating and interacting
with those around us, our personal beliefs,
knowledge, and current understanding is challenged.
This instructional strategy requires others.
Who is doing it? Collaboration and social negotiation is used
successfully in a wide variety of learning
environments and with a wide variety of audiences,
including early childhood, K12, Higher Education,
and Industry. It supports the constructivist
pedagogical models including communities of
learning, communities of practice (COP), cognitive
apprenticeships, problem based learning (PBL), and
situated learning (SL). Collaboration and social
negotiation is a commonly implemented dialogic
instructional strategy.
This widely implemented instructional strategy draws
from the basic curiosity that is human nature. One of
the most powerful and substantive questions to be
asked in our interactions with others for learning and
understanding is “why?” This one-word question,
unleashes an immediate state of personal reflection,
even if that personal reflection is somewhat defensive
and self- preserving. However, it is through that
reflection that we begin the process of articulating,
explaining, defending, and refining our understanding
and knowledge to create new understanding.
This instructional strategy is used in K12 through
small groups working through task and problems,
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resolving everyday challenges, and learning new
information. As demonstrated in the scenario,
Collaboration and social negotiation is used in higher
education and beyond the physical classroom. Industry
and corporate training professionals are discovering
the immense power of applying collaboration and
social negotiation to their training and learning
programs.
Communities of Practice are a prime example of
where using this instructional strategy is natural.
COPs are dependent upon the sharing of personal
experiences, questions for further thought,and
gaining the synergy of community to solve
challenges.
How effective is it? “Social negotiation is an integral part of learning”
(Dabbagh & Dass, 2013). Collaboration and social
negotiation is an effective instructional strategy. As
this strategy relies on aspects which are part of the
human experience, it is successful in a broad range of
applications. As described here, it has been used
successfully in K12, Higher Education, and Industry,
and is a reliable strategy for a number of
Constructivist pedagogies.
Rojas-Drummond and Mercer conclude with research
providing new evidence in support of Vygotsky’s
claim on the influence of “intermental” activity on
“intramental” development (2003), and this is
foundational for the strategy of collaboration and
social negotiation. Other research provides guidelines
based upon findings for university instructors to best
use online discussions in asynchronous online courses
to invoke greater discourse through social negotiation
and collaboration (Gilbert & Dabbagh, 2005).
What are the implications for instructional design?
Collaboration and social negotiation engages
“…students in reflection, articulation, exploration, and
problem solving” (Dabbagh & Bannon-Ritland, 2005,
p. 217). Based upon social learning theory,
collaboration and social negotiation is one of the
broadest reaching instructional strategies which can
effectively be implemented in a wide variety of
courses and audiences. This strategy lends itself to use
in numerous constructivist pedagogies.
Problem-based learning is a pedagogy in which
collaboration and social negotiation can be applied.
This pedagogy requires the use of small groups,
which will share experiences and opinions. The
learner will be able to discuss and debate,
hypothesize and test their solutions. Together the
learners will negotiate and collaborate to develop and
redevelop process to solve the problem.
Collaboration and social negotiation is easily
incorporated into situated learning. This pedagogy
requires that learning take place in a fashion
mimicking the real-world, if not in real-world. This
will only increase the effectiveness of social
negotiation as the collaboration and interactions
amongst the team occurs in the real environment.
This will help the learners create better alternatives
and provide for faster learning.
Communities of Practice use collaboration as a basis
for their learning environments and social negotiation
will enhance the sharing, understanding,
incorporation of new information and opinions into
the shared community knowledge. Learning in COP
is largely social and dependent upon the willingness
of its users to share information to the benefit of the
community.
For technology-based distributed learning
opportunities, collaboration and social negotiation is
a valuable instructional strategy for the instructional
designer. The ability to harness the collaborative
abilities of editing documents by multiple users in
real-time such as Google Docs allows. The numerous
chat, videoconferencing, and collaborative project
spaces available in both the personal, professional,
and academic spaces provide the necessary virtual
environment for successful execution of this
instructional strategy.
These are a few short examples of the implication for
instructional design for the strategy of collaboration
and social negotiation for K12, Higher Education, and
Industry.
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Collaboration and Social Negotiation
Scenario
Collaboration and Social Negotiation: Life of the PM
Project managers in the federal Government are more
than task masters, clerks, and time keepers for an
assigned team. Today’s most effective project
managers are leaders who collaborate, build alliances,
and contribute to the success of their agency’s mission.
However, most current project manager training focuses
on completing steps of a predefined process – knowing
which forms to complete, to what level of detail, and to
whom they are submitted for approval. Yet agencies
across the federal Government struggle with
dysfunctional project teams, gold- plated pet projects,
cost overruns, extended timelines, and a growing
percentage of projects cancelled before delivering the
intended product or service. To address the deficiencies
in developing project managers, Agency X is
implementing a new cohort program which includes a
variety of learning opportunities both face-to-face and
virtually.
The cohort of 20 experienced (5+ years) employees are
new to the role of project manager. For their foundational
learning experience they are divided into project teams of
5 members. In addition to the course facilitator and cohort
coach, the team has access to the same resources available
to all project managers across Agency X, including: the
agency’s online PM toolkit and templates, virtual
project/program management knowledge base, virtual
project/program managers COP, and existing professional
contacts.
An experienced project or program manager is assigned to
each team, and serves the role of the IPT Board (determine
the success/failure or go/no go of the project).
The five day foundation learning experience consists of
each team successfully analyzing, preparing, and
presenting project information for a sample project. Each
team receives project artifacts for three project gate
reviews. The learners work together as a team to define
how they will accomplish the needed tasks within the
prescribed time period, in order to present before and gain
approval from their IPT Board. Each of the three sample
projects concludes with a team reflection, detailed
debrief, and feedback session with the IPT Board, course
facilitator, and cohort coach. Each of the three sample
projects increases in levels of complexity and scope.
CLE PEDAGOGY BRIEF NOVEMBER 2015
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References
Dabbagh, N., & Bannan-Ritland, B. (2005). Online learning: Concepts, strategies, and application. Upper Saddle River,
NJ: Pearson/Merrill/Prentice Hall.
Dabbagh, N., & Dass, S. (2013). Case problems for problem-based pedagogical approaches: A comparative analysis.
Computers & Education. 64, 161-174. doi: 10.1016/j.compedu.2012.10.007 Gilbert, P. K., & Dabbagh, N. (2005). How to structure online discussions for meaningful discourse: A case study.
British Journal of Educational Technology, 36(1). 5-18.
Rojas-Drummond, S., & Mercer, N. (2003). Chapter 5: Scaffolding the development of effective collaboration and
learning. International Journal of Educational Research. 39, 99-111. doi: 10.1016/S0883-0355(03)00075-2
Schunk, D.H. (2011). Learning theories: An educational perspective. (6th ed.). Boston, MA: Pearson Education, Inc.
Vratulis, V., & Dobson, T. M. (2008). Social negotiations in a wiki-environment: A case study with pre-service teachers.
Educational Media International. 45(4), 285-294.
CLE PEDAGOGY BRIEF
Game-Based Learning
What is it? Game-based learning (GBL) is an instructional strategy
unlike any other. Simply stated, it is using a game for
learning.
Traditional GBL attempts to teach a skill or elicit a
certain outcome so it is not usually considered a full-
developed pedagogy. However, this lack of
departmentalization allows GBL to exhibit the
characteristics of nearly any pedagogical model from
situated learning to behaviorism.
An important difference to point out is GBL is not
gamification. Gamification is simply adding game like
elements to traditional problems. Earning points for
completing a regular math problem would be an
example of gamification while balancing creatures to
isolate a Dragon Box to learn algebra is an example of
Game- Based Learning.
While electronic gaming is a fairly new concept of the
last fifty years, learning games is anythingbut
new. Though there are several individuals who
original examined play, Johan Huizinga wrote one of
the first studies about play actually preceding and even
leading to the creation of culture. Ancient games like
Chess, Go, and Shogi were used to practice military
strategies in ancient times as well.
As for the epistemological orientation, games can fit
any type based on how they are designed, but they are
ideally constructivist learning environments. Games
can simulate real world situations, employee
scaffolding to support the players, evaluate the players
for self-analysis, and most importantly, the student
controls learning.
How does it work? Game-based learning can be employed in many
different ways in the classroom so it’s instructional
characteristics can differ greatly. Currently, GBL is
used primarily as a supplement to practice and review
previously taught lessons. GBL usually requires
computers, but beyond that it is very easy to
implement. Students can either do GBL at school or
home, depends on the required software. They usually
require little to no teacher intervention once the
GEORGE MASON UNIVERSITY
ADAM STRAWN
practice has begun aswell.
With GBL, teachers serve primarily as a guide or
monitor. They can move freely around the room and
assist students with troubleshooting, comprehension,
or staying on task. Students direct their own learning.
In GBL, students’ progress at their individual speeds
and receive scaffolding or enrichment based on their
performance immediately.
In reality, GBL learning activities are limited only by
the creativity of the original creator. While being a
great supplement, GBL can also function as the whole
lesson, practice, and assessment. The essential
features of GBL are engagement,
scaffolding/enrichment, and reward. Teachers can
therefore base their lesson around the game, plan the
lesson with the game included, or use the game to
review the lesson after completion.
Who is doing it? Schools all over the world are beginning to employee
GBL. In Fairfax County Public Schools they have
begun to use a piece of math software called
Dreambox which is a great example of a serious
game. Let’s observe an even more extreme situation
though. There is a public school in New York called
Quest to Learn. It is a junior/senior high school
where everything the students do is done with game-
based learning. Biology is taught through cloning
dinosaurs and creating ecosystems for them.
For watching the videos on the website, it appears
they use a combination of physical game-based
learning, electronic games, and even original game
creation. The school strives on having all of the key
elements of game- based learning as a constructivist
environment listed on their website. Even the website
itself unlocks achievements as you browse it, though
this characteristic is closer related to gamification.
See if you can unlock them all: http://www.q2l.org/
How effective is it? Game-based learning usually elicits great results.
This is because of three big reasons: motivation,
customization, and realization. First, games are
incredibly motivating. Ask any student if they’d
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Game-Based Learning
rather listen to a teacher or play a game for 20 minutes
and nine times out of ten they will pickthe
game. Games stimulate many of the senses and
immerse the player in a sense of wonder. Secondly,
games tailor themselves to the player. For example, a
math problem like 2+3 has only one answer. However,
if a game asks you how you can arrange stones to
create 5, a huge amount of variation can be created: 1
and 4, 7 remove 2, etc. While the players are exploring
this deep problems, the game is constantly assessing
them and progressing at a speed which suits the
player’s level. Therefore the learner never feels bored
or overwhelmed. Lastly, games are not easy. They
present a kind of difficult fun that keeps challenging
the learner. But a mistake doesn’t result in a
demotivating red mark. Instead the game can instantly
review what you have missed and it becomes a
teachable moment. It is easy to see how GBL
improves learning with motivating activities, increases
problem solving skills with open-ended problems, and
improves critical thinking skills by presenting a
constant challenge that meets the learner’s level. On
top of all this, it uses an ongoing assessment method to
give instant feedback rather than giving an arbitrary
percentage on a post test.
What are the implications for instructional design?
The full potential of game-based learning has yet to be
found, but I believe it to be one of the most engaging
methods on the market. It is easy to implement,
personalized, and incredibly motivating. The
implications are huge because not only can you tailor
an education to fit the student, but you can teach
information formally that was not available before.
GBL can fit any learner, but it shines the best when
used with students who feel lost in the traditional
classroom. One size fits all education leaves several
students behind, many of whom think they are just no
good at learning. GBL can empower these students
and show them how anyone can learn and a speed
which is appropriate to them. It can be used to teach
any skill and they can be used on technology regularly
owned by schools and families such as computer and
smartphones. The main learning problem it solves is
making sure every learner has an equal opportunity to
succeed and no one falls through the cracks.
Scenario X-sensei is a sixth grade teacher in Fairfax County. His
school only have enough money for a half time teacher so
he has to teach a class of 36 sixth grade students at once.
On top of this, he is also a Japanese immersion teacher
meaning he has to teach math entirely in Japanese with no
extra time for language skills. Finally, because he teaches
Japanese immersion, the advanced math students
shouldn’t be learning in the English room, so he is tasked
with teaching regular and advanced math in the same
hour block. So to sum up the whole situation, he has 36
students with different math skill levels, language skill
levels, and completely different math classes as well. Any
sane teacher would have run for the hills but X-sensei is
different; he rolls up his sleeves and begins planning.
To combat all the different levels and types of students
in his classroom X-sensei chooses to use game-based
learning in a station environment. He divides the class
into 3 groups and create 3 stations in his room: Learning,
Reviewing, and Exploring. At the learning station he
teaches his students about the new topic and vocabulary
in Japanese. In the review section students can practice
math facts on websites like Khan Academy, a wonderful
gamification website, and paper worksheets. In the
exploration center, students can play serious math games
like 21, Cribbage, and Equate along with electronic
devices such as iPads and laptops for the students to play
learning games like DragonBox. He even teaches them
how to create their own serious games in PowerPoint,
Google Slides, and Scratch and the number of games
continued to grow.
Even with all of the odds stacked against him, X-sensei
has a great year and all of his students pass the SOLs
with flying colors. Most of all, his students had a great
time and they all loved learning. Thanks game-based
learning!
CLE PEDAGOGY BRIEF NOVEMBER 2015
Game-Based Learning
References
Carr, J. (2012). Does math achievement h'APP'en when iPads and game-based learning are incorporated into
fifth-grade mathematics instruction? Journal of Information Technology Education: Research, 11,
269-286.
DiCerbo, K. E. (2014). Game-based assessment of persistence. Educational Technology & Society. 17(1), 17-
28.
Hess, T., & Gunter, G. (2013). Serious game-based and nongame-based online courses: Learning experiences
and outcomes. British Journal of Educational Technology, 44(3), 372-385.
Huizinga, J. (1949). Homo Ludens Ils 86. Retrieved fromhttps://books.google.com.
Ku, O., Chen, S. Y., Wu, D. H., Lao, A. C., & Chan, T. W. (2014). The effects of game-based learning on
mathematical confidence and performance: High ability vs. low ability. Journal of Educational
Technology & Society, 17(3).
Marino, M., Becht, K., Vasquez, E., Gallup, J., Basham, J., & Gallegos, B. (2014). Enhancing secondary science content accessibility with video games. TEACHING
Exceptional Children, 47(1), 27-34.
Rice, J. W. (2007). Assessing higher order thinking in video games. Journal of Technology and Teacher
Education, 15(1), 87 100.
Woo, J. C. (2014). Digital game-based learning supports student motivation, cognitive success, and
performance outcomes. Educational Technology & Society, 17(3),291-307.
CLE PEDAGOGY BRIEF
Role Playing
What is it? Role-play reserves a unique place in the pantheon of
educational strategies in that its application to
education was secondary. The first documented
application of role-play can be traced back to a
physician named Joseph Marino’s “Theater of
Spontaneity” founded in 1921. Marino observed the
therapeutic nature that improvisational theater had on
actors. As a result upon his immigration to American
in 1925, he began developing a type of therapy that he
called “psychodrama,” which later became
“sociodrama” due to its application to social problems.
In the exercise people are instructed to assume a role
given a specific context and scenario. The “actors”
choose the direction that the scene will take much like
in improvisational theater. It wasn’t until Marino
realized that the sociodrama could be adapted to help
people reflect on the various roles they play in their
lives that the term “role-play” was coined (Blatner,
2009).
Role-play remained a popular technique in
psychological and behavioral science circles
throughout the last century, whereas in education it
was relegated to second tier status despite being
present in various forms in the classroom since the
1940’s (Blatner, 2009). It was with the emergence of
constructivist learning environments that role-play
became a more popular instructional classroom
strategy. Role-play is ideal for such environments due
to its focus on the affective and cognitive domains that
stress the interplay between emotions and experience.
It is at this juncture that many ill-defined problems
exists allowing students to explore multiple
perspectives and explore problems. As a learning
strategy they fall under exploratory strategies, making
them applicable to all instructional models such as
situated learning, problem-based learning, cognitive
apprenticeship, communities of practice, microworlds,
simulations, etc. It is through this exploration that
knowledge is acquired (Dabbagh & Bannan-Ritland,
2005, p. 213-214).
How does it work? Many different models for designing an effective role-
play have been suggested over the years. Dr. Carolyn
GEORGE MASON UNIVERSITY
DUSTIN NORWOOD
Shaw at Wichita State has suggested a model that
includes five steps. The first step is to select a topic
and develop the objectives for the role- play. Next,
the designer should determine the duration of the
exercise. Once the groundwork is laid, the focus
should be on designing the scenario to ensure that
there is the maximum amount of collaboration and
cooperation between learners(Shaw, 2010). After all,
as an exploratory strategy in a constructivist learning
environment, social interaction between learners
should be emphasized (Dabbagh & Bannan-Ritland,
2005, p. 213). The designer can do so by
emphasizing the interplay between the various roles
in the scenario (Shaw, 2010).
As with any constructivist learning strategy, a key
part is setting the role-play in a relevant, real-world
context. Therefore, the next and most important step
is creating this context. Shaw (2010) states that the
context can be fictional, but it should still remain
relevant to the learners. The context should be framed
by specific information to help guide the learners or
help them understand the focus of the scenario.
This ensures the focus is on the interaction and not
the setup of the scenario. Finally, the designer should
decide on the timeline or phases of the exercise since
role-plays can go on indefinitely or veer off topic
easily, especially if the learners are engaged.
During the role-play, the instructor's role is to setup
and assign the roles. He/she should then allow the
role-play to proceed uninterrupted unless it is
necessary stop it for time considerations or to direct
the role-play back on topic. The most important role
of the instructor is to be a facilitator of the debriefing
after the role-play has concluded. He/she should ask
reflective questions to the learners to allow deeper
analysis of what occurred (Shaw, 2010).
Who is doing it?
Role-play is a widely used strategy. As stated earlier,
it found its earliest uses in the fields of psychology
and social sciences. However, the application has
become much broader over the years. One area of
learning that has found role-play particularly useful is
language learning. Role-play fulfills the need of
students to engage in conversation in a wide variety
of highly contextualized settings before using the
language in the real world. It offers advantages over
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Role Playing
other types of instructional strategies in that role- play
exercises are directly transferable to use of the
language while other strategies require intermediary
steps before transfer occurs (Maxwell, 1997).
It is also becoming increasingly popular in
microworlds, virtual learning environments,
simulations, and serious games (Dabbagh &
Bannan-Ritland, 2005, p. 226). In these
instructional models, it is very useful for the student
to assume a defined role and engage with others
who have assumed different roles to explore
problems from multiple perspectives. Roleplaying
meshes with these models very well since assuming
a role is an inherent part of the learning experience.
For example, in order for a game to be effective, the
learner must be immersed in a role and make
decisions as he/she believes a person in a similar
role would. Models that fail to immerse the learner
in the designed role and context will most likely not
achieve their objectives.
How effective is it?
Of course with any instructional strategy, the question
is how effective is it. It depends on if it was designed
and implemented correctly and whether it was
properly aligned with the instructional model. Many
studies suggest that role-play can have a significant
impact on learning. In a study examining the use of
role-plays in a construction management course, it was
found that students who participated in a role-play
during the course were more likely to score higher on
nine out of ten questions on a test using a pre/post test
measurement (Bhattacharjee, 2014).
Role-play can also be effective using online
technology. In a study on the effectiveness of role-
plays designed for an online marketing course, it was
found that the role-plays outrated traditional methods
of online instruction in areas such as applying theory
to practice, developing problem solving skills, and
encouraging personal responsibility for learning, all of
which link directly with an effective constructivist
learning environment. Although, the researchers admit
that more research needs to be conducted in the area
and that designing such role-plays can be resource
intensive, they reiterate that the role-plays
implemented resulted in greater student interaction and
learning than the more traditional methods of reading
and discussing texts and cases. Through actually
experiencing the issues involved and assuming the role
on an Internet marketer, learners were able to get a
better understand of the tasks involved (Miller,
2008).
What are the implications for instructional design?
Even though role-plays have been proven to be
effective, they would not be appropriate to apply in
all situations. Role-plays are best used when it is
necessary to create a safe environment in which
learners can bring their prior experience and apply it
to a real-world role in order to gain greater ownership
over the learning and to apply new knowledge and
skills in an ill- defined, complex scenario. They
would be ideal when it is necessary for the learner to
practice the new skills in the actual context in which
they would be expected to apply the skills.
The goal is that the learner will be able to transfer the
learning when he/she encounters the same or similar
scenario in real life. Some common examples of these
applications in a traditional learning environment are
teaching medical school students to interact with
patients, mock trials for attorneys, or training
employees to deal with customers over the phone in a
call center.
Role-plays lend them self-integration with many
learning technologies, especially if the technology
allows the user to assume a role in order to
accomplish the learning objectives. Some of the
applications of role-playing using technology mimic
its traditional application through the use of video
conferencing, online chats, or more recently MOOs
or MUDs (Dabbagh & Bannan-Ritland, 2005, p.
226). Using these platforms, learners participate in
traditional role-plays where they negotiate complex
topics with other learners. However, more recently
role-plays are increasingly being used to place the
user in the defined role in a serious games and ask
him/her to apply new knowledge and skills to
accomplish the game's goals. In these types of role-
plays, non- player characters (NPCs) often replace
the instructor or other learner in assuming various
roles, making it possible for the learner to engage
with various other characters without the need for
another person (Donovan, 2012).. Still, it is important
that some sort of debriefing or other reflection of the
learning is present for greater effectiveness.
CLE PEDAGOGY BRIEF NOVEMBER 2015
Role Playing
As technology continues to evolve, so will role-plays.
However, at their core the design and application will
probably remain consistent. The learner will be
required to assume some role and through encounters
with another learner, NPC, or instructor, navigate the
complexities of a specific situation while acquiring
relevant knowledge and skills necessary for real-world
application. Whenever there is a subject that lends
itself to exploration through practice, role-play will
always present itself as a viable learning strategy for
designers to employ.
Scenario
XYZ Corporation has recently hired a group of
employees as sales staff for its retail stores in shopping
malls throughout the country. XYZ specializes in high-
end consumer electronics and computing hardware.
Their customers are very loyal and often times have a
high knowledge of XYZ products. Given that XYZ
products are more expensive than competitors and that
newer versions of the products are available at regular
release intervals, sales to existing customers can be
difficult. Furthermore, sales to new customers are
challenging due to competitor brand loyalty. As a result
XYZ has designed highly contextualized role-plays
based on actual customer types to allow for new sales
staff to practice selling. The customers ask questions
similar to those of actual customers, and the staffs are
expected to answer while trying to convince the
instructor playing the role of the customer to purchase a
new product or upgrade.
CLE PEDAGOGY BRIEF NOVEMBER 2015
Role Playing
References
Bhattacharjee, S. (2014, August). Effectiveness of role-playing as a pedagogical approach in construction education.
Paper presented at 50th ASC Annual International Conference, Washington, D.C.
Blatner, A. (2009, October 18). Role playing in education. Retrieved from
http://www.blatner.com/adam/pdntbk/rlplayedu.htm
Dabbagh, N., & Bannan-Ritland, B. (2005). Online learning: Concepts, strategies, and application. Upper Saddle River
N.J.: Pearson, Merrill, Prentice Hall.
Donovan, L. (2012, December 1). The use of serious games in the corporate sector. Retrieved from
http://www.learnovatecentre.org/wpcontent/uploads/2013/06/Use_of_Serious_Games_in_the_Corporate_Sector_
PRINT_FINAL.pdf
Maxwell, C. (1997, October). Role play and foreign language learning. Paper presented at 23rd Annual
Meeting of the Japan Association of Language Teachers, Hamamatsu, Japan.
Miller, R. (2008). A preliminary review of online role-plays as a tool for experiential learning in marketing
education. In C. Bonk, M. Lee & T. Reynolds (Eds.), Proceedings of E-Learn: World Conference on E-
Learning in Corporate, Government, Healthcare, and Higher Education 2008 (p. 144-149). Chesapeake,
VA: Association for the Advancement of Computing in Education (AACE).
Shaw, Carolyn M. (2010). Designing and using simulations and role-play exercises. In R.A.
Denemark (Ed.), The International Studies Encyclopedia. Hoboken, NJ: Blackwell
Publishing. Retrieved from
http://webs.wichita.edu/depttools/depttoolsmemberfiles/carolynshaw/Shaw%20in%2
0Compendium.pdf
CLE PEDAGOGY BRIEF
Scaffolding
What is it? In education, scaffolding refers to a variety of
instructional techniques used to move students
progressively toward stronger understanding and,
ultimately, greater independence in the learning
process. The term itself offers the relevant descriptive
metaphor: teachers provide successive levels of
temporary support that help students reach higher
levels of comprehension and skill acquisition that they
would not be able to achieve without assistance. Like
physical scaffolding, the supportive strategies are
incrementally removed when they are no longer
needed, and the teacher gradually shifts more
responsibility over the learning process to the student.
Scaffolding is considered to be an essential element of
effective teaching, and all teachers—to a greater or
lesser extent—almost certainly use various forms of
instructional scaffolding in their teaching. In addition,
scaffolding is often used to bridge learning gaps—i.e.,
the difference between what students have learned and
what they are expected to know and be able to do at a
certain point in their education. A construct is that
critical for scaffolding instruction is Vygotsky's
concept of the zone of proximal development (ZPD).
Zone of proximal development is that field between
what a learner can do by himself and what can be
achieved with the support of a knowledgeable peer or
instructor (Ellis & Worthington, 1994). Instructional
Scaffolding strategies work within the (ZPD) to
initially support a student’s learning and then as
mastery is achieved the supports are gradually
removed allowing the student to take full control of his
or herlearning.
How does it work? According to Ginat (2009), scaffolding includes the
following: (1) identification of what the student can do,
(2) establishment of shared goals, (3) provision of
ongoing assessment of learning needs, (4) provision of
individualized assistance, (5) reflection on activities and
identification of what worked well and what requires
improvement, and (6) inclusion of opportunities for
internalization and generalization of the learning. Some
of the best Instructional Scaffolding strategies include the
following:
Activating prior knowledge
Offering a motivational context to
GEORGE MASON UNIVERSITY
DOUG BALDWIN
pique student interest or curiosity in the
subject at hand
Showing students an example of the desired
outcome before they complete the task
Using verbal cues to prompt studentanswers
Facilitating student engagement and participation Using graphic organizers to offer a
visual framework for assimilating
new information
Guiding the students in making predictions
for what they expect will occur in a story,
experiment, or other course ofaction
Modeling an activity for the students
before they are asked to complete the same
or similar activity
Offering hints or partial solutions to
problems
Breaking a complex task into easier, more
"doable" stepsto facilitate student
achievement
Modeling the thought process for students
through "think aloud" talk
Teaching key vocabulary terms beforereading
Displaying a historical timeline to offer a
context for learning
Teaching students chants or mnemonic
devices toease memorization of key facts or
procedures
Asking questions while reading to
encourage deeper investigation of
concepts
Who is doing it? Instructional Scaffolding is widely considered to be
an essential element of effective teaching. Teachers
should remember several important facts about
instructional scaffolding: Scaffolding is most useful
for teaching new tasks or strategies with multiple
steps. Any student at any grade level, including high
school, can benefit from instructional scaffolding.
Scaffolding can be applied to any academic task. For
example, if students are not at the reading level
required to understand a text being taught in a course,
the teacher might use instructional scaffolding to
incrementally improve their reading ability until they
can read the required text independently and without
assistance. One of the main goals of scaffolding is to
reduce the negative emotions and self-perceptions
that students may experience when they get
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Scaffolding
frustrated, intimidated, or discouraged when
attempting a difficult task without the assistance,
direction, or understanding they need to complete it.
Although a teacher may scaffold instruction in a
number of ways, it is important to note that there are
two critical elements to keep in mind when using
instructional scaffolding: Modeling: Throughout the
learning process, students should be able to watch
their teacher model, or demonstrate, each step in the
task or strategy multiple times. Such modeling and
repetition allow students to understand both how to
perform each step and why each step is important.
Knowing how and why leads to students’ successful
performance of the task or strategy. Practice: Students,
either individually or as a group, must have the
opportunity to work collaboratively with the teacher to
practice the task or thestrategy.
How effective is it?
Instructional Scaffolding Stratagems have been
studied for the last several decades and have generally
proven effective in helping students achieve their
educational objectives. Various instructional strategies
have been suggested for developing and scaffolding
critical thinkingskills. Scaffolding—the process by
which an expert supports a learner in executing a
complex task—has proven successful in a variety of
environments, for a variety of learning goals, and for
diverse student populations (Hogan & Pressley, 1997;
Palincsar, 1986; Wood, Bruner, & Ross, 1976).
Because scaffolding is such a dynamic intervention
finely tuned to the learner’s ongoing progress, the
support given by theteacher during scaffolding
strongly depends upon the characteristics of the
situation like the type of task (e.g., well-structured
versus ill- structured) and the responses of the student
(Janrkeke, 2010). It is important to note that every
student is different and can and will react to
Instructional Scaffolding differently. In General, the
literature suggests that Scaffolding can produce higher
effect sizes when studied in authentic settings (e.g.,
classroom-based problem-based learning) in which
there are more threats to internal and external validity.
Thus, educators can have confidence in scaffolding's
efficacy even when studies suffered from threats to
internal or external validity. Scaffolding with no
fading produced larger effects than scaffolding with
fixed fading. This reinforces the role of teachers in
supporting metacognition and transfer of responsibility
(Belland, Walker, Olsen, & Leary 2015). With
Instructional Scaffolding seen as an essential element
in effective teaching let’s take a look at some of the
implications of using Instructional Scaffolding in
Instructional Design.
What are the implications for instructional design?
There are no hard-and-fast rules for how to scaffold
instruction. In fact, how a teacher chooses to go about
it will depend on the task or strategy in question and
the students’ needs. The teacher should use common
sense, teaching experience, and the students’ needs to
assess what type of scaffolding or support will be
required by the students. In order to incorporate
scaffolding throughout the lesson, teachers may find
the framework outlined by Ellis & Larkin (1998)
helpful. The teacher does it - In other words, the
teacher models how to perform a new or difficult
task, such as how to use a graphic organizer. For
example, the teacher may have a partially completed
graphic organizer on an overhead transparency and
"think aloud" as he or she describes how the graphic
organizer illustrates the relationships among the
information contained on it. The class does it - The
teacher and students work together to perform the
task. For example, the students may suggest
information to be added to the graphic organizer. As
the teacher writes the suggestions on the
transparency, students fill in their own copies of the
organizer. The group does it - Students work with a
partner or a small cooperative group to complete a
graphic organizer (i.e., either a partially completed or
a blank one). The individual does it - This is the
independent practice stage where individual students
can demonstrate their task mastery (e.g., successfully
completing a graphic organizer to demonstrate
appropriate relationships among information) and
receive the necessary practice to help them to
perform the task automatically and quickly.
Guidelines for Implementing Scaffolding. The
following points can be used as guidelines when
implementing instructional scaffolding (adapted from
Hogan and Pressley, 1997).
Select suitable tasks that match curriculum
goals, course learning objectives and
students’ needs.
Allow students to help create instructional
goals (this can increase students’
motivation and their commitment to
learning).
CLE PEDAGOGY BRIEF NOVEMBER 2015
Scaffolding
Consider students’ backgrounds and prior
knowledge to assess their progress –
material that is too easy will quickly bore
students and reduce motivation. On the
other hand, material that is too difficult can
turn off students’ interestlevels).
Use a variety of supports as students’
progress through a task (e.g., prompts,
questions, hints, stories, models, visual
scaffolding―including pointing,
representational gestures, diagrams, and
other methods of highlighting visual
information.
Provide encouragement and praise as well
as ask questions and have students explain
their progress to help them stay focused on
the goal.
Monitor student progress through feedback
(in addition to instructor feedback, have
students summarize what they have
accomplished so they are aware of their
progress and what they have yet to
complete).
Create a welcoming, safe, and supportive
learning environment that encourages
students to take risks and try alternatives
(everyone should feel comfortable
expressing their thoughts without fear of
negative responses).
Help students become less dependent on
instructional supports as they work on tasks
and encourage them to practice the task
indifferent contexts.
Scenario Third grade students in Mrs. Maddox’s class have been studying about different types of communities.
Throughout this unit, students have focused on distinguishing between rural, urban and suburban communities.
As a culminating activity for this unit on types of
communities, the students are going to prepare some
type of individually selected project demonstrating their
knowledge of urban, suburban and rural communities.
Mrs. Maddox makes suggestions as to the types of
projects students might consider. Some choose to write
and illustrate a book, others write and perform a play,
and still others film a video using footage taken from
their trip. One student focuses on interviewing residents
of each community.
Patrick, the computer whiz of the class, decides to
prepare a PowerPoint presentation which will
incorporate digital pictures taken on the field trip and of
the rural areas surrounding the school community.
He has successfully written the text for his slides but has
been unable to insert the digital pictures from his disk.
Mrs. Maddox notices that Patrick is experiencing
frustration with his inability to insert the pictures. She
approaches to offer help, not to complete the task for
Patrick, but rather to provide support and to help him
achieve his objective on his own.
Mrs. Maddox thinks aloud as she offers help: “Let’s see. I
want to insert a picture into the slide from the disk. I
need to go to the toolbar at the top and select 'insert'
since that’s what I want to do. And since it’s a picture
that I want to insert, I’ll select 'picture'. Now I have to
tell the computer where to find the picture I want. Since
the picture is on a disk, I’ll select ‘from file’. Then I’ll click 'insert' and viola`! My picture is there. Now all I
have to do is save it”. As Mrs. Maddox talks through the
steps, Patrick carefully follows her prompts and
completes each step. He beams as he sees the selected
picture on his slide. Mrs. Maddox then teaches Patrick a
chant she has composed that will assist him with the
steps: “In-sert a picture from a file; locate the file and se-
lect the pic; click to in-sert and save it, quick!” She
watches as Patrick goes through the steps, questioning
him with leading questions when he hesitates, and listens
while he quietly says the chant to himself to perform the
task. Again, he beams with excitement as the slide
displays the selected picture.
Mrs. Maddox moves away from the computer and allows
Patrick to insert the next picture on his own.
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Scaffolding
Seeing that he is successful, she moves on to assist another
student. Later, when another student, Melissa, needs
assistance with inserting a picture to a PowerPoint slide,
Mrs. Maddox asks Patrick to be a peer tutor to her.
He further expands his learning by explaining the steps to
Melissa and by teaching her the same chant he used to
complete the steps to insert a picture in the PowerPoint
slide. Through her support and facilitation, Mrs. Maddox
helped Patrick master a skill and achieve independence
through carefully designed instruction called scaffolding
(Lipscomb, Swanson, & West, 2004).
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Scaffolding
References
Belland, B. R., Walker, A. E., Olsen, M. W., & Leary, H. (2015). A pilot meta-analysis of computer-based scaffolding in
STEM education. Educational Technology & Society, 18 (1), 183–197.
Ellis, E., & Worthington, L. (1994). Research synthesis on effective teaching principles and the design of quality
tools for educators. University of Oregon. Retrieved October 25, 2013, from
http://people.uncw.edu/kozloffm/ellisressynth.pdf
Ellis, E. S., & Larkin, M. J. (1998). Strategic instruction for adolescents with learning disabilities. In B. Y. L. Wong (Ed.),
Learning about learning disabilities (2nd ed., 585-656). San Diego, CA: Academic Press.
Ginat, D. (2009). Proceedings of the Annual Conference on Innovation and Technology in Computer Science Education
New York, NY: Association for Computing Machinery. doi:10.1145/1562877.1562915
Hogan, K., & Pressley, M. (1997). Scaffolding scientific competencies within classroom communities of inquiry. In K.
Hogan & M. Pressley (Eds.), Scaffolding student learning: Instructional approaches and issues, (pp. 74-107).
Cambridge, MA: Brookline Books.
Lipscomb, L., Swanson, J., West, A. (2004). Scaffolding. In M. Orey (Ed.), Emerging perspectives on learning,
teaching, and technology. Retrieved October 27, 2015, from http://epltt.coe.uga.edu/ .
Palincsar, A. S. (1986). The role of dialogue in providing scaffolded instruction. Educational Psychologist, 21,73-98.
Van de Pol, J., Volman, M., & Beishuizen, J. (2010). Scaffolding in teacher–student interaction: A decade of
research published online. Educational Psychology Review, 22,271–296. doi: 10.1007/s10648-010-
9127-6
Wood, D., Bruner, J. S., & Ross, G. (1976). The role of tutoring in problem solving. Journal of Child Psychology &
Psychiatry & Allied Disciplines, 17(2), 89-100.
CLE PEDAGOGY BRIEF
Scaffolding
What is it? The term scaffolding in education has evolved from its
original meaning to a tool or a technique used by a
teacher to support a learner so that he or she can
complete their learning goals. Scaffolding theory was
first introduced in the late 1950s by David Wood,
Jerome Bruner and Gail Ross, who defined it as a
"process that enables a child or novice to solve a
problem, carry out a task or achieve a goal which would
be beyond his unassisted efforts. This scaffolding
consists essentially of the adult "controlling" those
elements of the task that are initially beyond the
learner's capacity, thus permitting him to concentrate
upon and complete only those elements that are within
his range of competence" (Wood, 1978). The notion of
scaffolding was influenced by Lev Vygotsky's "Zone
of Proximal Development". According to Lev the Zone
of Proximal Development is the difference in the level
of a student's current development, in other words the
task that he or she can solve by themselves and the level
of their potential development, that they are able to
reach with the help of their teacher or by working
together with other students (Vigotsky, 1978).
Scaffolding is an instructional strategy that embodies
the instructional characteristics and implications of
constructivist- based pedagogical models (Dabbagh,
2005).
How does it work? (Yelland, 2007). First, the interaction has to be
collaborative where the learner's intentions are the aim.
Second, it has to happen within the learner’s zone of
proximal development. Third, the scaffold is gradually
withdrawn from the process to allow learners to
complete a task that they wouldn't have been able to
complete on their own (Yelland, 2007). The final goal
is for the learner to become independent in the
completion of the task. The role of the teacher changes
from an expert to a tutor or a coach. Teachers draw the
learner's attention, select appropriate tasks, and
motivate the learners. Tutors "provide a bridge
between a learner's existing knowledge and skills and
the demands of the new task", support the learner's
problem solving, and eventually transfer the
responsibility of learning to the learner (Wood, 1996).
The usage of scaffolds can be very different. In a
GEORGE MASON UNIVERSITY
ANNA BUTSAY
traditional classroom scaffolding can be done through
coaching either by a teacher or another student. It can
also be done through modeling, explaining and by
using various resources and tools. In online learning
environments it can be supported through the use of
modern tools such as links, search engines, chats,
discussions, etc. (Dabbagh, 2003).
Who is doing it? Scaffolding is used in many traditional classroom
environments in subject areas such as foreign
language, reading, writing, mathematics, science,
technology etc. For example, in a Fairfax County (VA)
science classroom a teacher uses scaffolding to lead
students through a complex physics problem, by
asking questions so students can find their own errors
and providing feedback on their work. At the Foreign
Service Institute (VA) a foreign language Instructor
models a thinking aloud practice of creating a sentence
in a foreign language to help her students understand
the process of thinking in another language at the
beginning of learning a new language.
With the rapid development of technology scaffolding
is now used in online learning environments as well.
Scaffolding is highly used in problem-based learning
and inquiry learning. For example, in the medical field
a teacher encouraged students to explain their thinking
to help them build explanations or identify limits of
theirthinking.
How effective is it? Scaffolding is a very effective instructional strategy.
It creates a supportive learning environment where the
teacher no longer plays the role of a content-expert but
more of a tutor or mentor. Students also take a more
active role in the learning process, are free to provide
feedback and guidance for their peers and take on the
responsibility for their own learning. It is very
beneficial for students to work in pairs with someone
who has a different perspective or is at a different level.
A conflict or an argument can push the student to
question his thinking and to move to a higher level of
thinking.
Online learning environments are opening new
horizons for the implementation of scaffolding. If
before scaffolding would be hard to achieve in a large
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Scaffolding
class, now the technology allows "teachers to assume
supportive and facilitative roles due to their
comprehensive and integrative nature, user-
friendliness, and embedded user support systems"
(Dabbagh, 2003).
Scaffolding is not only an effective strategy to teach
well- structured skills, but is also beneficial to higher-
level cognitive strategies, such as "comprehension and
interpretation of text, scientific processes, and
mathematical problem solving" (Rosenshine, 1992).
What are the implications for instructional design?
Scaffolding is a highly effective instructional strategy
that is an integral part of any constructivist learning
environment. Through scaffolds higher level of student
achievement can be achieved. It has found diverse use
in traditional classrooms and in many subject areas.
Scaffolding is extremely necessary to support learners
ill-structured problem-solving.
Recent technological advances and the development of
online learning environments challenge the traditional
use of scaffolding. It is now more important than ever
to study scaffolding and to build online learning
environments that make effective use of the
instructional strategy. However, this area has still a lot
of room for research and for ideas on designing
effective 21st century learning environments.
Creating an online course by uploading materials is no
longer sufficient. Instructional designers are now faced
with a complicated task of defining the sequence of
instructional events, chunking material appropriately,
building scaffolds within the course. Scaffolding that
takes place in a traditional classroom (when the teacher
explains a task to students or models it for them) has to
be replaced in the online environment with written
procedures, videos, etc. Instructional designers now also
deal with instructional scaffolding. They set up guides
for learners to guide their learning and to have the
freedom to conduct self-directed learning. An online
course has to have wikis (a collaborative learning
environment), synchronous and asynchronous
communication tools so learners can share ideas,
discuss problems and conduct group work. Instructional
designers have to scaffold question prompts, peer
review mechanism, dynamic feedback within the course
in order for the online learning environment to be
successful.
Scaffolding in online learning environment still
presents many challenges for instructional designers.
One of the main challenges is the measurements of the
optimal level of scaffolding necessary for each
individual learner. This has to take into consideration
prior knowledge and the learner's zone of proximal
development. In the field of instructional design of
online learning environments creating a scaffolding
system that will provide timely scaffolding in the
needed amount for the given learner and fade away
when it is unnecessary is a problem that needs to be
solved soon to accommodate the plethora of online
learners and the growing tendency for learning to take
place in a self-paced onlinemanner.
Scenario
Natasha Ivanova is a Russian teacher at a local
university in New York. She teaches Russian to different
students whose first language is mainly English. Russian
presents many difficulties for her students and thus she
tries to employ different techniques in class to break
down tasks for students and to help them gain
confidence and fluency so they can use even the most
challenging material.
Today they are learning a new case - the Prepositional
Case. One of the functions of the Prepositional Case is
location. Thus, by using this case the students will be
able to say where they are, where they lived, where
something is located and so on. Before asking the
students to produce sentences using the case Natasha
scaffolds the task for them. They first review the nouns
for different places in Russian. She opens an exercise on
the Smart Board where a picture is shown and students
take turns coming up to the board and choosing the right
name for each picture on the screen. After students
reviewed the names of various places Natasha plays a
quick game with them. She says a noun to a student and
the student replies by putting the noun in the
Prepositional case (i.e., museum - in a museum). Then,
Natasha hands out graphic organizers to her students
with a blank space for each day of the week and a place.
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CLE PEDAGOGY BRIEF NOVEMBER 2015
Scaffolding
At the top of the handout there is a table with the case
endings for the Prepositional Case.
She gives students a minute to fill out the handout and
then asks students to ask each other where they were
last week and tells them that after they complete this
activity that they will share the information they
gathered with their class.
Students complete the activity and in a matter of 15
minutes are able to produce grammatically correct
sentences to their class with an adequate amount of
fluency. Natasha records her students’ speech on her
mobile device. She makes note of their mistakes and
emails the recording to her students and asks that for
homework they listen to the recording and rerecord
their sentences again correcting the mistakes they had
made.
Natasha is an experienced teacher who knows that by
scaffolding a new task for her students she actually
helps them learn and use the material efficiently. She
also employs technology adequately to make her lessons
engaging for the new generation of students.
CLE PEDAGOGY BRIEF NOVEMBER 2015
Scaffolding
References
Blake, M. (2009). Agent-customized training for human learning performance enhancement. Computers and
Education, 53(3), 966-976.Retrievedfrom
http://www.sciencedirect.com.mutex.gmu.edu/science/article/pii/S0360131509001250.
Dabbagh, N. (2003). Scaffolding: An important teacher competency in online learning. TechTrends, 47(2), 39-44.
Retrieved from http://search.proquest.com.mutex.gmu.edu/docview/223119546?accountid=14541.
Dabbagh, N., & Bannan-Ritland, B. (2005). Online learning: Concepts, strategies and application. Upper Saddle
River, NJ: Prentice Hall.
Hmelo-Silver, C. E., Duncan, R. G., & Chinn, C. A. (2007). Scaffolding and achievement in problem-based and
inquiry learning: A response to Kirschner, Sweller, and Clark (2006). Educational Psychologist, 42(2), 99-
107. Retrieved fromhttp://web.a.ebscohost.com.mutex.gmu.edu
Rosenshine, B., & Meister, C. (1992). The use of scaffolds for teaching higher-level cognitive strategies.
Educational Leadership, 49(7), 26.
Vygotsky, L. (1978). Mind in society. Cambridge, MA: Harvard University Press.
Wood, D. (1976). The role of tutoring in problem solving. Journal of Child Psychology and Psychiatry, 17(2), 89-
100. Retrieved from http://onlinelibrary.wiley.com/doi/10.1111/j.1469-7610.1976.tb00381.x/abstract
Wood, D., & Wood, H. (1996). Vygotsky, tutoring and learning. Oxford Review of Education, 22(1), 5-16.
Retrieved from http://www.jstor.org/stable/1050800
Yelland, N., & Masters, J. (2007). Rethinking scaffolding in the information age. Computers and Education, 48(3),
362-382. Retrieved fromhttp://dx.doi.org.mutex.gmu.edu/10.1016/j.compedu.2005.01.010